recursal/Fanatic-Fandom huggingface dataset:
Mind Flayer Psion

From Volo's Guide to Monsters, page 71.

**Hit Points:** 71 (13d8 + 13)
 **STR**
11 (0)
12 (+1)
12 (+1)
19 (+4)
17 (+3)
 **Saving Throws:** Int +7, Wis +6, Cha +6
**Skills:** Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
**Senses:** darkvision 120 ft., passive Perception 16
**Languages:** Deep Speech, Undercommon, telepathy 120 ft.
 ***Innate Spellcasting (Psionics).*** The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
*Cantrips (At will):* Guidance, Mage Hand, Vicious Mockery, True Strike
*1st level (4 slots):* Charm Person, Command, Comprehend Languages, Sanctuary
*2nd level (3 slots):* Crown of Madness, Phantasmal Force, See Invisibility
*3rd level (3 slots):* Clairvoyance, Fear, Meld Into Stone
*4th level (3 slots):* Confusion, Stone Shape
*5th level (2 slots):* Scrying, Telekinesis
 ***Tentacles.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
***Extract Brain.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. *Hit:* The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cyclops

From Monster Manual, page 45.

**Hit Points:** 138 (12d12 + 60)
 **STR**
22 (+6)
11 (0)
20 (+5)
8 (-1)
6 (-2)
 **Senses:** passive Perception 8
**Languages:** Giant
 ***Multiattack.*** The giant makes two greatclub attacks.
***Greatclub.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +9 to hit, range 30/120 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.
Jim's Glowing Coin

From Acquisitions Incorporated, page 76.

## Description

*2nd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S, M (a coin), R (2 gp)
* **Duration:** 1 minute

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a Light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

## Learned By

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

From Volo's Guide to Monsters, page 109.

## Traits

Your kenku character has the following racial traits.

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom increases by 1.
* **Age:** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
* **Alignment:** Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
* **Size:** Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium. Your height is 4'4" with a modifier of +2d8. Your weight is 50 lbs. with a modifier of +(height roll) x 1d6.
* **Speed:** Your base walking speed is 30 feet.
* **Expert Forgery:** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
* **Kenku Training:** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
* **Mimicry:** You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Insight check opposed by your Deception check.
* **Languages:** You can read and write Common and Auran, but you can only speak using your Mimicry trait.
Mouth of Grolantor

From Volo's Guide to Monsters, page 149.

**Hit Points:** 105 (10d12 + 40)
 **STR**
21 (+5)
10 (0)
18 (+4)
5 (-3)
7 (-2)
 **Skills:** Perception +1
**Condition Immunities:** frightened
**Senses:** passive Perception 11
**Languages:** Giant
 ***Mouth of Madness.*** The giant is immune to Confusion spells and similar magic.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn:
*1-3.* The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
*4-5.* The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
*6-7.* The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.
 ***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt.
***Fist.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.
Ice Spider

From Storm King's Thunder, page 127.

**Hit Points:** 26 (4d10 + 4)
 **STR**
17(+3)
18(+4)
16(+3)
2 (-4)
11 (0)
 **Skills:** Stealth +7
**Damage Resistances:** cold
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
***Web Walker.*** The spider ignores movement restrictions caused by webbing.
***Hibernation.*** In the absence of food, ice spiders can slow their metabolism and hibernate for months at a time. While hibernating they remain sensitive to the movement of nearby prey (1-4 on d6 chance of awakening if within 30 feet).
***Winter Camouflage***. Ice spiders have advantage on Dexterity (Stealth) checks made to hide in winter terrain.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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.
***Icy Web (Recharge 5-6).** Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. While restrained in the spider's web, the target takes 1 cold damage at the start of each of its turns. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison and psychic damage).
Manual of Gainful Exercise

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

## Description

*Wondrous item, very rare. 5 lbs.*

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Lesser Restoration

From Player's Handbook, page 255.

## Description

*2nd-level abjuration*

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger
* **Subclasses:** Cleric (*Life Domain*), Paladin (*Oath of Devotion*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
* **Races:** Aasimar (DMG), Mark of Healing Halfling
* **Backgrounds:** Witherbloom Student
Marid

From Monster Manual, page 146.

**Hit Points:** 229 (17d10 + 136)
 **STR**
22 (+6)
12 (+1)
26 (+8)
18 (+4)
17 (+3)
 **Saving Throws:** Dex +5, Wis +7, Cha +8
**Damage Resistances:** acid, cold, lightning
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 13
**Languages:** Aquan
 ***Amphibious.*** The marid can breathe air and water.
***Elemental Demise.*** If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.
***Spellcasting.*** The marid's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*Cantrips (at will):* Create or Destroy Water, Detect Evil and Good, Detect Magic, Fog Cloud, Purify Food and Drink
*3/day each:* Tongues, Water Breathing, Water Walk
*1/day each:* Conjure Elemental (Water Elemental only), Control Water, Gaseous Form, Invisibility, Plane Shift
***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 marid makes two trident attacks.
***Trident.** Melee or Ranged Weapon Attack:* +10 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.
***Water Jet.*** The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21(6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed or knocked prone.
Huge Giant Crab

From Tales From the Yawning Portal, page 103.

**Hit Points:** 161 (14d12 + 70)
 **STR**
20 (+5)
15 (+2)
20 (+5)
1 (-5)
9 (-1)
 **Skills:** Stealth +4
**Condition Immunities:** charmed, frightened, paralyzed
**Senses:** blindsight 30 ft., passive Perception 9
**Languages:** —
 ***Amphibious.*** The crab can breathe air and water.
 ***Claw.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 27 (4d10 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The crab has two claws, each of which can grapple only one target.
Levitate

From Player's Handbook, page 255.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
* **Duration:** Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Seeker*)
* **Eldritch Invocations:** Ascendant Step
* **Races:** Abyssal Tiefling, Air Genasi, Mark of Storm Half-elf
* **Feats:** Drow High Magic
Masquerade Tattoo

From Tasha's Cauldron of Everything, page 131.

## Description

*Wondrous item (tattoo), common (requires attunement).*

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

***Fluid Ink.*** As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

***Disguise Self.*** As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Imp

From Monster Manual, page 76.

**Hit Points:** 10 (3d4 + 3)
 **STR**
6 (-2)
17 (+3)
13 (+1)
11 (0)
12 (+1)
 **Skills:** Deception +4, Insight +3, Persuasion +4, Stealth +5
**Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Infernal, Common
 ***Devil's Sight.*** Magical darkness doesn't impede the imp's darkvision.
***Magical Resistance.*** The imp has advantage on saving throws against spells and other magical effects.
***Shapechanger.*** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Warlock's Familiar.*** The Find Familiar spell can summon an imp for a warlock player character with the Pact of the Chain boon.
 ***Sting (Bite in Beast Form).** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
***Invisibility.*** The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Hollyphant

From Baldur's Gate: Descent into Avernus, page 237.

**Hit Points:** 36 (8d6 + 8)
 **STR**
10 (0)
11 (0)
12 (+1)
16 (+3)
19 (+4)
 **Saving Throws:** Dex +3, Con +4, Cha +6
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** passive Perception 14
**Languages:** Celestial, telepathy 120 ft.
 ***Aura of Invulnerability.*** An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell).
***Innate Spellcasting.*** The hollyphant's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:
*At will:* Light
*2/day each:* Bless, Cure Wounds, Protection From Evil and Good
*1/day each:* Banishment, Heal, Raise Dead, Shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), Teleport (with no chance of error)
 ***Tusks.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.
***Trumpet (3/Day).*** The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
* **Trumpet of Blasting.** Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage.
* **Trumpet of Sparkles.** Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.
Iron Bands of Bilarro

From Dungeon Master's Guide, page 177. Found on Magic Item Table G.

## Description

*Wondrous item, rare. 1 lbs.*

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.
Locate Object

From Player's Handbook, page 256.

## Description

*2nd-level divination*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a forked twig)
* **Duration:** Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

## Learned By

* **Classes:** Bard, Cleric, Druid, Paladin, Ranger, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Warlock (*The Seeker*), Wizard (*Theurgy*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Races:** Mark of Finding (Half-orc, Human)
* **Backgrounds:** Lorehold Student
Hollow One

From Explorer's Guide to Wildemount, pages 181-182.

The Dungeon Master has the option to allow a character created in Wildemount to be a Hollow One. Alternatively, a character who perishes in the course of a campaign might return as a Hollow One, created by the mysterious forces that scar the land.

As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural gift that bestows upon you the following traits.

***Ageless.*** You don't age, and effects that cause you to age don't work.

***Cling to Life.*** When you roll a death saving throw and roll 16 or higher, you regain 1 hit point.

***Revenance.*** You retain your creature type, yet you register as Undead to spells and other effects that detect the presence of the Undead creature type.

***Unsettling Presence.*** As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, Undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.
Dream

From Player's Handbook, page 236.

## Description

*5th-level illusion*

* **Casting Time:** 1 minute
* **Range:** Special
* **Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
* **Duration:** 8 hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

## Learned By

* **Classes:** Bard, Warlock, Wizard
* **Subclasses:** Druid (*Circle of Dreams*), Druid (*Circle of the Land (Grassland)*)
* **Races:** Mark of Scribing Gnome
Magic Jar

From Player's Handbook, page 257.

## Description

*6th-level necromancy*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
* **Duration:** Until dispelled

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Mind Flayer Arcanist

From Monster Manual, page 222.

**Hit Points:** 71 (13d8 + 13)
 **STR**
11 (0)
12 (+1)
12 (+1)
19 (+4)
17 (+3)
 **Saving Throws:** Int +7, Wis +6, Cha +6
**Skills:** Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
**Senses:** darkvision 120 ft., passive Perception 16
**Languages:** Deep Speech, Undercommon, telepathy 120 ft.
 ***Innate Spellcasting (Psionics).*** The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
*At will:* Detect Thoughts, Levitate
*1/day each:* Dominate Monster, Plane Shift (self only)
***Magic Resistance.*** The mind flayer has advantage on saving throws against spells and other magical effects.
***Spellcasting.*** The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
*Cantrips (at will):* Blade Ward, Dancing Lights, Mage Hand, Shocking Grasp
*1st level (4 slots):* Detect Magic, Disguise Self, Shield, Sleep
*2nd level (3 slots):* Blur, Invisibility, Ray of Enfeeblement
*3rd level (3 slots):* Clairvoyance, Lightning Bolt, Sending
*4th level (3 slots):* Confusion, Hallucinatory Terrain
 ***Tentacles.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
***Extract Brain.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. *Hit:* The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
***Mind Blast (Recharge 5-6).*** The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Molydeus

From Mordenkainen's Tome of Foes, page 134.

**Hit Points:** 216 (16d12 + 112)
 **STR**
28 (+9)
22 (+6)
25 (+7)
21 (+5)
24 (+7)
 **Saving Throws:** Str +16, Con +14, Wis +14, Cha +14
**Skills:** Perception +21
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** blinded, charmed, deafened, frightened, poisoned, stunned
**Senses:** truesight 120 ft., passive Perception 31
**Languages:** Abyssal, telepathy 120 ft.
 ***Innate Spellcasting.*** The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
*At will:* Dispel Magic, Polymorph, Telekinesis, Teleport
*3/day:* Lightning Bolt
*1/day:* Imprisonment
***Legendary Resistance (3/Day).*** If the molydeus fails a saving throw, it can choose to succeed instead.
***Magic Resistance.*** The molydeus has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.
***Demonic Weapon.** Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.
***Wolf Bite.** Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) piercing damage.
***Snakebite.** Melee Weapon Attack:* +16 to hit, reach 15 ft., one creature. *Hit:* 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a Wish spell.
***Variant: Demon Summoning.*** You can give a molydeus the ability to summon other demons.
 The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn.
**Attack.** The molydeus makes one attack, either with its demonic weapon or with its snakebite.
**Move.** The molydeus moves without provoking opportunity attacks.
**Cast a Spell.** The molydeus casts one spell from its Innate Spellcasting trait.
Falling Portcullis

From Xanathar's Guide to Everything, page 113.

*Simple trap (level 1-4, moderate threat)*

Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in the dungeon, the portcullis closes off the dungeon entrance, which is hundreds of feet away, meaning that adventurers don't know they are trapped until they decide to head for the exit.

* **Trigger:** A creature that steps on the pressure plate triggers the trap.
* **Effect:** An iron portcullis drops from the ceiling, blocking an exit or a passageway.
* **Countermeasures:** A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves' tools disables it, and a check with a total of 5 or lower triggers the trap.
Ice Storm

From Player's Handbook, page 249.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V, S, M (a pinch of dust and a few drops of water)
* **Duration:** Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Artificer (*Artillerist*), Cleric (*Tempest Domain*), Druid (*Circle of the Land (Arctic)*), Fighter (*Eldritch Knight*), Paladin (*Oath of the Ancients*), Rogue (*Arcane Trickster*), Warlock (*The Raven Queen*)
Hexblood

From Van Richten's Guide to Ravenloft, page 18.

## 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 Fey.

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

***Speed.*** Your walking speed is 30 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.

***Eerie Token.*** As a bonus action, you can harmlessly remove a lock of hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take one of these actions:

* **Telepathic Message.** As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
* **Remote Viewing.** If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts 1 minute, but ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.

***Fey Resilience.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

***Hex Magic.*** You can cast the Disguise Self and Hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).
Illuminator's Tattoo

From Tasha's Cauldron of Everything, page 129.

## Description

*Wondrous item (tattoo), common (requires attunement).*

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

***Magical Scribing.*** While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Living Lightning Bolt

From Eberron: Rising From the Last War, page 299.

**Hit Points:** 57 (6d10 + 24)
 **STR**
10 (0)
15 (+2)
18 (+4)
3 (-4)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** lightning
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Amorphous.*** The living spell can move through a space as narrow as 1 inch wide without squeezing.
 ***Multiattack.*** The living spell makes two Magical Strike attacks.
***Magical Strike.** Melee Spell Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 21 (5d6 + 4) lightning damage.
***Spell Mimicry (Recharge 5-6).*** The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Ixitxachitl Cleric

From Out of the Abyss, page 225.

**Hit Points:** 18 (4d6 + 4)
 **STR**
12 (+1)
16 (+3)
13 (+1)
12 (+1)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Abyssal, Ixitxachitl
 ***Spellcasting.*** The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:
*Cantrips (at will):* Guidance, Thaumaturgy
*1st level (4 slots):* Charm Person, Create or Destroy Water
*2nd level (3 slots):* Hold Person, Silence
 When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
***Barbed Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
Major Image

From Player's Handbook, page 258.

## Description

*3rd-level illusion*

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

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Shadow Elf
Marilith

From Monster Manual, page 61.

**Hit Points:** 189 (18d10 + 90)
 **STR**
18 (+4)
20 (+5)
20 (+5)
18 (+4)
16 (+3)
 **Saving Throws:** Str +9, Con +10, Wis +8, Cha +10
**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, telepathy 120 ft.
 ***Magic Resistance.*** The marilith has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The marilith's weapon attacks are magical.
 ***Multiattack.*** The marilith can make seven attacks: six with its longswords and one with its tail.
***Longsword.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.
***Tail.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
***Teleport.*** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
 ***Parry.*** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
Horn of the Endless Maze

From Waterdeep: Dungeon of the Mad Mage, page 163.

## Description

*Wondrous item, rare. 2 lbs.*

You can use an action to blow this horn. In response, 3d4+3 warrior spirits from the Abyss appear within 60 feet of you. They look like Minotaurs and use the statistics of a berserker. They return to the Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

If you blow the horn without having proficiency with all simple weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Mirror of the Past

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, rare.*

The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
Monodrone

From Monster Manual, page 224.

**Hit Points:** 5 (1d8 + 1)
 **STR**
10 (0)
13 (+1)
12 (+1)
4 (-3)
10 (0)
 **Senses:** truesight 60 ft., passive Perception 10
**Languages:** Modron
 ***Axiomatic Mind.*** The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.
***Disintegration.*** If the monodrone 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.
 ***Dagger.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.
***Javelin.** Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 3 (1d6) piercing damage.
Holy Weapon

From Xanathar's Guide to Everything, page 157.

## Description

*5th-level evocation*

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

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

## Learned By

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