recursal/Fanatic-Fandom huggingface dataset:
Spear of Backbiting

From Tales From the Yawning Portal, page 229.

## Description

*Weapon (spear), very rare (requires attunement). 2 lbs.*

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

***Curse.*** This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Silver Dragon Wyrmling

From Monster Manual, page 118.

**Hit Points:** 45 (6d8 + 18)
 **STR**
19 (+4)
10 (0)
17 (+3)
12 (+1)
11 (0)
 **Saving Throws:** Dexterity +2, Constitution +5, Wisdom +2, Charisma +4
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** cold
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:
* **Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
* **Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.
Sentient Ochre Jelly

From Tales From the Yawning Portal, page 158.

**Hit Points:** 45 (6d10 + 12)
 **STR**
15 (+2)
6 (-2)
14 (+2)
5 (-3)
6 (-2)
 **Damage Resistances:** acid
**Damage Immunities:** lightning, slashing
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** Common
 ***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing.
***Ooze Nature.*** The jelly doesn't require sleep.
 ***Split.*** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
Skaab

From Plane Shift: Innistrad, page 20.

**Hit Points:** 93 (11d8 + 44)
 **STR**
19 (+4)
9 (-1)
18 (+4)
6 (-2)
10 (0)
 **Damage Immunities:** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Aversion of Fire.*** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
***Berserk.*** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Lightning Absorption.*** Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The golem's weapon attacks are magical.
***Skaab Characteristic: Armor Plating.*** Increase the skaab's Armor Class to 14 and increase its challenge rating to 6 (2,300 XP).
***Skaab Characteristic: Six Arms.*** The skaab's multiattack action allows it to make three slam attacks. Increase its challenge rating to 6 (2,300 XP).
***Skaab Characteristic: Skaab Goliath.*** This skaab has three heads, six arms, and armor plating. Increase its challenge rating to 7 (2,900 XP).
***Skaab Characteristic: Three Heads.*** The skaab has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. (Its challenge rating doesn't change.)
***Skaab Characteristic: Winged Skaab.*** The skaab has a flying speed of 30 feet.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
Sickening Radiance

From Xanathar's Guide to Everything, page 164.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Screaming Devilkin

From Mordenkainen's Fiendish Folio, page 19.

**Hit Points:** 18 (4d6 + 4)
 **STR**
4 (-3)
16 (+3)
13 (+1)
5 (-3)
8 (-1)
 **Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 15
**Languages:** Sylvan
 ***Agile Flier.*** Opportunity attacks against the screaming devilkin have disadvantage while it is flying.
***Ceaseless Screaming.*** Any creature other than a screaming devilkin that starts its turn within 30 feet of one or more screaming devilkins and can hear it must make a DC 10 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect.
 ***Barbed Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
Shadow of Moil

From Xanathar's Guide to Everything, page 164.

## Description

*4th-level necromancy*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
* **Duration:** Concentration, up to 1 minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Sapphire Buckler

From Fizban's Treasury of Dragons, page 24.

## Description

*Armor (shield), very rare (requires attunement)*

This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Stone Warrior

From Princes of the Apocalypse, page 97.

**Hit Points:** 102 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Immutable Form.*** The stone warrior is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The stone warrior has advantage on saving throws against spells and other magical effects.
 ***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Slow (Recharge 5–6).*** The stone warrior targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Robe of Stars

From Dungeon Master's Guide, page 194. Found on Magic Item Table H.

## Description

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

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to Saving Throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Reborn

From Van Richten's Guide to Ravenloft, page 20.

## 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 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.

***Deathless Nature.*** You have escaped death, a fact represented by the following benefits:

* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You have advantage on death saving throws.
* You don't need to eat, drink, or breathe.
* You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

***Knowledge from a Past Life.*** You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rotor of Return

From Acquisitions Incorporated, page 221.

## Description

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

While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.

***Borrow Object.*** You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any equipment or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the Rotor of Return, it cannot be used again until the next dawn.

***Recall Code.*** As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the Rotor of Return to teleport, this feature cannot be used again until the next dawn.

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

From Dungeon Master's Guide, page 203. Found on Magic Item Table H.

## Description

*Staff, very rare (requires attunement). 4 lbs.*

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Swarm of Undead Snakes

From Explorer's Guide to Wildemount, page 247.

**Hit Points:** 36 (8d8)
 **STR**
8 (-1)
18 (+4)
11 (0)
1 (-5)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 10
**Languages:** —
 ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
 ***Bites.** Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Skeleton

From Monster Manual, page 272.

**Hit Points:** 13 (2d8 + 4)
 **STR**
10 (0)
14 (+2)
15 (+2)
6 (-2)
8 (-1)
 **Damage Vulnerabilities:** bludgeoning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands all languages it spoke in life but can't speak
 ***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
Storm Boomerang

From Princes of the Apocalypse, page 223.

## Description

*Weapon (simple, ranged), uncommon.*

This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.

Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.
Summon Beast

From Tasha's Cauldron of Everything, page 109.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a feather, tuft of fur, and fish inside a gilded acorn worth at least 200 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Stirge

From Monster Manual, page 284.

**Hit Points:** 2 (1d4)
 **STR**
4 (-3)
16 (+3)
11 (0)
2 (-4)
8 (-1)
 **Senses:** darkvision 60 ft., passive Perception 9
**Languages:** —
 ***Blood Drain.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Shrieker

From Monster Manual, page 138.

**Hit Points:** 13 (3d8)
 **STR**
1 (-5)
1 (-5)
10 (0)
1 (-5)
3 (-4)
 **Condition Immunities:** blinded, deafened, frightened
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.
Scroll of the Comet

From Icewind Dale: Rime of the Frostmaiden, pages 315-316.

## Description

*Scroll, legendary.*

By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.

The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held.
Summon Lesser Demons

From Xanathar's Guide to Everything, page 167.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
* **Duration:** Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

 3-4
 5-6

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Tearulai

From Waterdeep: Dungeon of the Mad Mage, page 76.

## Description

*Weapon (longsword), very rare (requires attunement).*

The longsword, Tearulai, is a sentient, neutral good Sword of Sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.

Evil creatures can't attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another.

***Spells.*** The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: Fly (2 charges), Polymorph (3 charges), or Transport via Plants (4 charges).

***Sentience.*** The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it.

***Personality.*** Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its Transport via Plants spell to return whence it came.
Spellshard

From Eberron: Rising From the Last War, page 279; and Wayfinder's Guide to Eberron, page 116.

## Description

*Wondrous item, common.*

This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. When this shard is created, the creator can set a passphrase and must be spoken to access the information stored within.

While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.

A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.

## Wayfinder's Guide to Eberron

**Consult your DM before using this version.** It is usually considered unofficial and invalid due to updated material.

A spellshard is a polished Eberron dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind's eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard.

A wizard can use a spellshard instead of a spellbook; the spellshard costs 1 gp per "page" in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard.
Swarm of Poisonous Snakes

From Monster Manual, page 338.

**Hit Points:** 36 (8d8)
 **STR**
8 (-1)
18 (+4)
11 (0)
1 (-5)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 10
**Languages:** —
 ***Bites.** Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Swavain Basilisk

From Explorer's Guide to Wildemount, page 300.

**Hit Points:** 85 (10d12 + 20)
 **STR**
15 (+2)
16 (+3)
15 (+2)
2 (-4)
8 (-1)
 **Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** —
 ***Amphibious.*** The basilisk can breathe air and water.
 ***Multiattack.*** The basilisk makes two attacks: one with its bite and one with its tail.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage.
***Tail.** Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit:* 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).
Stahlmaster

From Explorer's Guide to Wildemount, page 235.

**Hit Points:** 67 (9d10 + 18)
 **STR**
18 (+4)
10 (0)
14 (+2)
—
—
 **Damage Immunities:** poison, psychic
 ***Multiattack.*** The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack.
***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) bludgeoning damage.
***Shoulder-Mounted Crossbow.** Ranged Weapon Attack:* +2 to hit, range 30/120 ft., one target. *Hit:* 6 (1d12) piercing damage.
Snake Horror

From Rise of Tiamat, page 46.

**Hit Points:** 60 (8d8 + 24)
 **STR**
18 (+4)
13 (+1)
16 (+3)
10 (0)
10 (0)
 **Skills:** Perception +4
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
**Damage Immunities:** force, necrotic, poison
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 14
**Languages:** understands the languages of its creator but can't speak
 ***Magic Resistance.*** The snake horror has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The snake horror makes two staff attacks.
***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Rope of Entanglement

From Dungeon Master's Guide, page 197. Found on Magic Item Table G.

## Description

*Wondrous item, rare. 3 lbs.*

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Spider Climb

From Player's Handbook, page 277.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a drop of bitumen and a spider)
* **Duration:** Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

## Learned By

* **Classes:** Artificer, Sorcerer, Warlock, Wizard
* **Subclasses:** Druid (*Circle of the Land (Forest)*), Druid (*Circle of the Land (Mountain)*), Druid (*Circle of the Land (Underdark)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Abyssal Tiefling
* **Backgrounds:** Golgari Agent
Synchronicity

From [ /7/74/UA07\_-\_Modern\_Magic.pdf Unearthed Arcana: Modern Magic].

## Description

*4th-level enchantment*

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

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Warlock (*The Ghost in the Machine*)
Shield of Far Sight

From Volo's Guide to Monsters, page 81.

## Description

*Armor (shield), rare*

A mind flayer skilled at crafting magic items creates a Shield of Far Sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eye is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.

If a Shield of Far Sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Spell Bottle

From Explorer's Guide to Wildemount, page 269.

## Description

*Wondrous item, legendary (requires attunement).*

This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.

When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.

While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.

If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.
Swarm of Spiders

From Monster Manual, page 338.

**Hit Points:** 22 (5d8)
 **STR**
3 (-4)
13 (+1)
10 (0)
1 (-5)
7 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** blindsight 10 ft., passive Perception 8
**Languages:** —
 ***Spider Climb.*** The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny spider. The swarm can't regain hit points or gain temporary hit points.
***Web Sense.*** While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
 ***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Stormgirdle

From Explorer's Guide to Wildemount, page 273.

## Description

*Wondrous item, artifact (requires attunement).*

A stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.

***Dormant.*** While wearing the stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:

* You have immunity to lightning damage and thunder damage.
* When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.
* As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.

Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.

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

* Your Strength score becomes 23 if it isn't already 23 or higher.
* Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6).
* While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.

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

* Your Strength score becomes 25 if it isn't already 25 or higher.
* Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6).
* You can cast the Control Weather spell from the girdle. This property can't be used again until the next dawn.
Ruby Weave Gem

From Fizban's Treasury of Dragons, page 24.

## Description

*Wondrous item, legendary (requires attunement by a spellcaster)*

While you are holding this gem, you can use it as a spellcasting focus for your spells.

The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.

When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
Staff of Flowers

From Xanathar's Guide to Everything, page 139.

## Description

*Staff, common.*

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Shatter

From Player's Handbook, page 275.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a chip of mica)
* **Duration:** Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Artificer (*Armorer*), Artificer (*Artillerist*), Cleric (*Tempest Domain*), Cleric (*Zeal Domain*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Rogue (*Arcane Trickster*)
* **Backgrounds:** Gruul Anarch
Talisman of Pure Good

From Dungeon Master's Guide, page 207. Found on Magic Item Table I.

## Description

*Wondrous item, legendary (requires attunement by a creature of good alignment). 1 lbs.*

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
See Invisibility

From Player's Handbook, page 274.

## Description

*2nd-level divination*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a pinch of Talc and a small sprinkling of powdered silver)
* **Duration:** 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Cleric (*Twilight Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of the Watchers*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Mark of Detection Half-elf
* **Feats:** Greater Dragonmark
Tasha's Mind Whip

From Tasha's Cauldron of Everything, page 115.

## Description

*2nd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V
* **Duration:** 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it only gets one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

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

## Learned By

* **Classes:** Sorcerer (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Staff of Thunder and Lightning

From Dungeon Master's Guide, page 204. Found on Magic Item Table H.

## Description

*Staff, very rare (requires attunement). 4 lbs.*

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

***Thunder.*** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

***Thunderclap.*** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Shadowghast

From Explorer's Guide to Wildemount, page 299.

**Hit Points:** 49 (9d8 + 9)
 **STR**
14 (+2)
20 (+5)
12 (+1)
12 (+1)
11 (0)
 **Skills:** Perception +3, Stealth +8
**Damage Resistances:** necrotic
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** —
 ***Shadow Stealth.*** While in dim light or darkness, the shadowghast can take the Hide action as a bonus action.
 ***Multiattack.*** The shadowghast makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage.
***Claws.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadowfell Shard

From Tasha's Cauldron of Everything, page 135.

## Description

*Wondrous item, rare (requires attunement by a sorcerer)*

This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus for your sorcerer spells while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell: choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Stone Juggernaut

From Tomb of Annihilation, page 231.

**Hit Points:** 157 (15d10 + 75)
 **STR**
16 (+3)
12 (+1)
15 (+2)
14 (+2)
14 (+2)
 **Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
**Senses:** blindsight 120 ft., passive Perception 10
**Languages:** —
 ***Devastating Roll.*** The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
***Immutable Form.*** The juggernaut is immune to any spell or effect that would alter its form.
***Regeneration.*** As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points.
 ***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.