recursal/Fanatic-Fandom huggingface dataset:
Dhampir

From Van Richten's Guide to Ravenloft, page 16.

## Traits

You have the following racial traits.

***Ability Score Increase.*** When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

***Creature Type.*** You are a Humanoid.

***Size.*** You are Medium or Small. You choose the size when you gain this lineage.

***Speed.*** Your walking speed is 35 feet.

***Languages.*** Your character can read, speak, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. Your DM is free to modify that list for a campaign.

***Ancestral Legacy.*** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

***Deathless Nature.*** You don't need to breathe.

***Spider Climb.*** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

***Vampiric Bite.*** Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with your bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

* You regain hit points equal to the piercing damage dealt by the bite.
* You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Duodrone

From Monster Manual, page 225.

**Hit Points:** 11 (2d8 + 2)
 **STR**
11 (0)
13 (+1)
12 (+1)
6 (-2)
10 (0)
 **Senses:** truesight 120 ft., passive Perception 10
**Languages:** Modron
 ***Axiomatic Mind.*** The duoodrone can't be compelled to act in a manner contrary to its nature or its instructions.
***Disintegration.*** If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
***Variant: Rogue Modrons.*** A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
 ***Multiattack.*** The duodrone makes two fist attacks or two javelin attacks.
***Fist.** Melee Weapon Attack:* +2 to hit, range 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
Create or Destroy Water

From Player's Handbook, page 229.

## Description

*1st-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
* **Duration:** Instantaneous

You either create or destroy water.

* **Create Water:** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
* **Destroy Water:** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

## Learned By

* **Classes:** Cleric, Druid
* **Subclasses:** Sorcerer (*Divine Soul*), Warlock (*The Fathomless*), Wizard (*Theurgy*)
* **Races:** Water Genasi
* **Backgrounds:** Izzet Engineer
* **Feats:** Magic Initiate, Strixhaven Initiate
Clan Crafter

From Sword Coast Adventurer's Guide, page 145.

## Overview

The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.

You are most likely a dwarf, but not necessarily — particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

* **Skills:** History, Insight
* **Tool Proficiencies:** One type of artisan's tools
* **Languages:** Dwarvish, or any one of your choice if you know Dwarvish
* **Equipment:** A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

### Feature: Respect of the Stout Folk

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.

## Suggested Characteristics

Use the tables for the Guild Artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)

Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
Create Bonfire

From Xanathar's Guide to Everything, page 152; and Elemental Evil Player's Companion, page 16.

## Description

*Conjuration cantrip*

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

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

## Learned By

* **Classes:** Artificer, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Wood Elf Magic
Carrion Ogre

From Waterdeep: Dungeon of the Mad Mage, page 189.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
1 (-5)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
 ***Multiattack.*** The creature makes two attacks: one with its tentacles and one with its bite.
***Tentacles.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7(2d4 + 2) piercing damage.
Deck of Many Things

From Dungeon Master's Guide, page 162. Found on Magic Item Table I.

## Description

*Wondrous item, legendary.*

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

1Found only in a deck with twenty-two cards

### A Question of Enmity

Two of the cards in a Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself.

In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Conjure Fey

From Player's Handbook, page 226.

## Description

*6th-level conjuration*

* **Casting time:** 1 minute
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fey creature's statistics.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Control Winds

From Xanathar's Guide to Everything, page 152; and Elemental Evil Player's Companion, page 16.

## Description

*5th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

* **Gusts:** A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
* **Downdraft:** You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
* **Updraft:** You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Sorcerer (*Clockwork Soul*)
* **Feats:** Greater Dragonmark
Contact Other Plane

From Player's Handbook, page 226.

## Description

*5th-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V
* **Duration:** 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses** Sorcerer (*Aberrant Mind*)
Choker

From Mordenkainen's Tome of Foes, page 123.

**Hit Points:** 13 (3d6 + 3)
 **STR**
16 (+3)
14 (+2)
13 (+1)
4 (-3)
12 (+1)
 **Skills:** Stealth +6
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Deep Speech
 ***Aberrant Quickness (Recharges after a Short or Long Rest).*** The choker can take an extra action on its turn.
***Boneless.*** The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.
 ***Multiattack.*** The choker makes two tentacle attacks.
***Tentacle.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.
Crown of Madness

From Player's Handbook, page 229.

## Description

*2nd-level enchantment*

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Paladin (*Oathbreaker*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Baalzebul Tiefling
* **Backgrounds:** Rakdos Cultist
Crown of Stars

From Xanathar's Guide to Everything, page 152.

## Description

*7th-level evocation*

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

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

**At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

## Learned By

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

From Eberron: Rising From the Last War, page 277.

## Description

*Wondrous item, uncommon (requires attunement)*

To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.

***Spells.*** The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): Detect Thoughts (2 charges) or Dissonant Whispers (1 charge). Each time you use the earworm to cast the Detect Thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.

The earworm regains 1d4 expended charges daily at dawn.

***Symbiotic Nature.*** The earworm 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 earworm ends, and it exits your body.
Deathpact Angel

From Guildmasters' Guide to Ravnica, page 192.

**Hit Points:** 175 (27d8 + 54)
 **STR**
16 (+3)
18 (+4)
14 (+2)
19 (+4)
20 (+5)
 **Saving Throws:** Int +9, Wis +10, Cha +11
**Skills:** Insight +10, Intimidation +11, Perception +10, Persuasion +11
**Damage Resistances:** necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** truesight 120 ft., passive Perception 20
**Languages:** all
 ***Exploitation of the Debtors.*** As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.
***Flyby.*** The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.
***Innate Spellcasting.*** The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:
*At will:* Command (as a 2nd-level spell), Detect Evil and Good
*3/day each:* Charm Person (as a 5th-level spell). Darkness, Suggestion
*1/day* Raise Dead
 ***Multiattack.*** The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.
***Scythe.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.
***Chains of Obligation.*** The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.
Dread Helm

From Xanathar's Guide to Everything, page 137; and The Wild Beyond the Witchlight, page 208.

## Xanathar's Guide to Everything

*Wondrous item, common*

This fearsome steel helm makes your eyes glow red while you wear it.

## The Wild Beyond the Witchlight

*Wondrous item, common*

This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.
Calcryx

From Tales From the Yawning Portal, page 23.

**Hit Points:** 32 (5d8 + 10)
 **STR**
14 (+2)
10 (0)
14 (+2)
5 (-3)
10 (0)
 **Saving Throws:** Dex +2, Con +4, Wis +2, Cha +2
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** cold
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
***Cold Breath (Recharge 5-6).*** Calcryx exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Elemental Spirit

From Tasha's Cauldron of Everything, page 111.

**Hit Points:** 50 + 10 for each spell level above 4th
 **STR**
18 (+4)
15 (+2)
17 (+3)
4 (-3)
10 (0)
 **Damage Resistances:** acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
**Damage Immunities:** poison; fire (Fire only)
**Condition Immunities:** exhaustion, paralyzed, petrified, poisoned, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Primordial, understands the languages you speak
**Challenge:** —
 ***Multiattack.*** The elemental makes a number of attacks equal to half this spell's level (rounded down).
***Slam.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
Dodecahedron of Doom

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

## Description

*Wondrous item, rare.*

This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.

The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:

 3-4
 5-6
 7-8
 9-10
 11-12
Circle of Death

From Player's Handbook, page 221.

## Description

*6th-level necromancy*

* **Casting time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp)
* **Duration:** Instantaneous

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic 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, the damage increases by 2d6 for each slot level above 6th.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Danse Macabre

From Xanathar's Guide to Everything, page 153.

## Description

*5th-level necromancy*

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

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Cambion

From Monster Manual, page 36.

**Hit Points:** 82 (11d8 + 33)
 **STR**
18 (+4)
18 (+4)
16 (+3)
14 (+2)
12 (+1)
 **Saving Throws:** Str +7, Con +6, Int +5, Cha +6
**Skills:** Deception +6, Intimidation +6, Perception +4, Stealth +7
**Damage Resistances:** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Abyssal, Common, Infernal
 ***Fiendish Blessing.*** The AC of the cambion includes its Charisma bonus.
***Innate Spellcasting.*** The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:
*3/day each:* Alter Self, Command, Detect Magic
*1/day:* Plane Shift (self only)
***Variant: Demonic Cambions.** (From Mordenkainen's Tome of Foes, page 32).* Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals to infuse their master's strength into a young or unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned One's Call.
* ***Horned One's Call.*** When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.
* ***Spawn of the Grave.*** At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated.

 ***Multiattack.*** The cambion makes two melee attacks or uses its Fire Ray twice.
***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
***Fire Ray.** Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 10 (3d6) fire damage.
***Fiendish Charm.*** One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
Corpse Slayer

From Explorer's Guide to Wildemount, page 266.

## Description

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

You gain a +1 bonus to attack and damage rolls made using this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Dark Star

From Explorer's Guide to Wildemount, page 186.

## Description

*8th-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)
* **Duration:** Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

## Learned By

* **Subclasses:** Wizard (*Graviturgy Magic*)
Clawfoot

From Eberron: Rising From the Last War, page 289.

**Hit Points:** 19 (3d8 + 6)
 **STR**
12 (+1)
16 (+3)
14 (+2)
4 (-3)
12 (+1)
 **Skills:** Perception +3, Stealth +5
**Senses:** passive Perception 13
**Languages:** —
 ***Pack Tactics.*** The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated.
 ***Multiattack.*** The clawfoot makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage.
Daylight

From Player's Handbook, page 230.

## Description

*3rd-level evocation*

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

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

## Learned By

* **Classes:** Cleric, Druid, Paladin, Ranger, Sorcerer
* **Subclasses:** Cleric (*Light Domain*), Druid (*Circle of the Land (Grassland)*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*)
* **Races:** Aasimar (DMG)
* **Backgrounds:** Silverquill Student
Dominate Beast

From Player's Handbook, page 234.

## Description

*4th-level enchantment*

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

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels:** When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

## Learned By

* **Classes:** Druid, Sorcerer
* **Subclasses:** Cleric (*Nature Domain*), Cleric (*Strength Domain*), Paladin (*Oath of Conquest*), Sorcerer (*Aberrant Mind*), Warlock (*The Archfey*), Warlock (*The Great Old One*)
* **Races:** Mark of Handling Human
* **Backgrounds:** Gruul Anarch
* **Feats:** Greater Dragonmark
Devourer

From Volo's Guide to Monsters, page 138.

**Hit Points:** 178 (17d10 + 85)
 **STR**
20 (+5)
12 (+1)
20 (+5)
13 (+1)
10 (0)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** Abyssal, telepathy 120 ft.
 ***Multiattack.*** The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.
***Imprison Soul.*** The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer hit dice, it becomes a zombie. if it had 3 to 5 hit dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
***Soul Rend (Recharge 6).*** The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.
Divine Word

From Player's Handbook, page 234.

## Description

*7th-level evocation*

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

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

* 50 hit points or fewer: deafened for 1 minute
* 40 hit points or fewer: deafened and blinded for 10 minutes
* 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
* 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a Wish spell.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Chain Lightning

From Player's Handbook, page 221.

## Description

*6th-level evocation*

* **Casting time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
* **Duration:** Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning 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, one additional bolt leaps from the first target to another target for each slot level above 6th.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Efreeti

From Monster Manual, page 145.

**Hit Points:** 200 (16d10 + 112)
 **STR**
22 (+6)
12 (+1)
24 (+7)
16 (+3)
15 (+2)
 **Saving Throws:** Int +7, Wis +6, Cha +7
**Damage Immunities:** fire
**Senses:** darkvision 120 ft.
**Languages:** Ignan
 ***Elemental Demise.*** If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
***Innate Spellcasting.*** The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*At will:* Detect Magic
*3/day each:* Enlarge/Reduce, Tongues
*1/day each:* Conjure Elemental (fire elemental only), Gaseous Form, Invisibility, Major Image, Plane Shift, Wall of Fire
***Variant: Genie Powers.*** Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
* **Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the Disguise Self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the True Polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.
* **Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

 ***Multiattack.*** The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
***Scimitar.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage.
Cave Bear

From Monster Manual, page 334.

**Hit Points:** 42 (5d10 + 15)
 **STR**
20 (+5)
10 (0)
16 (+3)
2 (-4)
13 (+1)
 **Skills:** Perception +3
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** —
 ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
Cloak of Displacement

From Dungeon Master's Guide, page 158. Found on Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement).*

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Couatl

From Monster Manual, page 43.

**Hit Points:** 97 (13d8 + 39)
 **STR**
16 (+3)
20 (+5)
17 (+3)
18 (+4)
20 (+5)
 **Saving Throws:** Con +5, Wis +7, Cha +6
**Damage Resistances:** radiant
**Damage Immunities:** psychic; bludgeoning, piercing, and slashing from nonmagical attacks
**Senses:** truesight 120 ft., passive Perception 15
**Languages:** all, telepathy 120 ft.
 ***Innate Spellcasting.*** The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
*At will:* Detect Evil and Good, Detect Magic, Detect Thoughts
*3/day each:* Bless, Create Food and Water, Cure Wounds, Lesser Restoration, Protection From Poison, Sanctuary, Shield
*1/day each:* Dream, Greater Restoration, Scrying
***Magic Weapons.*** The couatl's weapon attacks are magical.
 ***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
***Constrict.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
***Change Shape.*** The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Core Spawn Worm

From Explorer's Guide to Wildemount, page 287.

**Hit Points:** 279 (18d20 + 90)
 **STR**
26 (+8)
5 (-3)
20 (+5)
6 (-2)
8 (-1)
 **Saving Throws:** Con +10, Wis +4
**Skills:** Perception +4
**Damage Vulnerabilities:** cold
**Damage Immunities:** fire, psychic
**Condition Immunities:** charmed, frightened
**Senses:** blindsight 30 ft., tremorsense 60 ft., passive Perception 14
**Languages:** understands Deep Speech but can't speak
 ***Illumination.*** The worm sheds dim light in a 20-foot radius.
***Radiant Mirror.*** If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.
 ***Multiattack.*** The worm makes two attacks: one with its barbed tentacles and one with its bite.
***Barbed Tentacles.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one creature. *Hit:* 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.
***Bite.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Dragontooth Dagger

From Rise of Tiamat, page 94.

## Description

*Weapon (dagger), rare.*

A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.

You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.

***Draconic Potency.*** Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6.
Dire Wolf

From Monster Manual, page 321.

**Hit Points:** 37 (5d10 + 10)
 **STR**
17 (+3)
15 (+2)
15 (+2)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +4
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.