recursal/Fanatic-Fandom huggingface dataset:
Reduced-Threat Wyvern

From Tales From the Yawning Portal, page 113.

**Hit Points:** 55 (13d10 + 39)
 **STR**
19 (+4)
10 (0)
16 (+3)
5 (-3)
12 (+1)
 **Skills:** Perception +2
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Multiattack.*** The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage.
***Stinger.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Planecaller's Codex

From Tasha's Cauldron of Everything, page 134.

## Description

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

The pages of this book are bound in fiend hide, and the cover is embossed with a diagram of the Great Wheel of the multiverse. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Remote Access

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

## Description

*1st-level transmutation (technomagic)*

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

You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Ghost in the Machine*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Rod of Absorption

From Dungeon Master's Guide, page 195. Found on Magic Item Table H.

## Description

*Rod, very rare (requires attunement). 2 lbs.*

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Orb of the Veil

From Explorer's Guide to Wildemount, page 268.

## Description

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

This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:

* Your Wisdom score increases by 2, as does your maximum for that score.
* You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.
* You have advantage on Wisdom checks to find hidden doors and paths.

***Curse.*** The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
Neothelid

From Volo's Guide to Monsters, page 191.

**Hit Points:** 325 (21d20 + 105)
 **STR**
27 (+8)
7 (-2)
21 (+5)
3 (-4)
16 (+3)
 **Saving Throws:** Int +1, Wis +8, Cha +6
**Senses:** blindsight 120 ft., passive Perception 13
**Languages:** —
 ***Creature Sense.*** The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a Mind Blank spell, a Nondetection spell, or similar magic can't be perceived in this manner.
***Innate Spellcasting (Psionics).*** The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:
*At will:* Levitate
*1/day each:* Confusion, Feeblemind, Telekinesis
 ***Tentacles.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns.
If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
***Acid Breath (Recharge 5-6).*** The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Redcap

From Volo's Guide to Monsters, page 188.

**Hit Points:** 45 (6d6 + 24)
 **STR**
18 (+4)
13 (+1)
18 (+4)
10 (0)
12 (+1)
 **Skills:** Athletics +6, Perception +3
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common, Sylvan
 ***Iron Boots.*** While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
***Outsize Strength.*** While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
***Variant: Madcap.*** A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word "cool," or the color blue.
 ***Multiattack.*** The redcap makes three attacks with its wicked sickle.
***Wicked Sickle.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage.
***Ironbound Pursuit.*** The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.
Necklace of Fireballs

From Dungeon Master's Guide, page 182. Found on Magic Item Table C.

## Description

*Wondrous item, rare.*

This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first.
Poisonous Snake

From Monster Manual, page 334.

**Hit Points:** 2 (1d4)
 **STR**
2 (-4)
16 (+3)
11 (0)
1 (-5)
10 (0)
 **Senses:** blindsight 10 ft., passive Perception 10
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Paladin Spells

These are the spells that the Paladin class can learn. For a list of every spell, see List of Spells.

## Spell Navigation

* All Spells
* By Class: Artificer Spells · Bard Spells · Cleric Spells · Druid Spells · **Paladin Spells** · Ranger Spells · Sorcerer Spells · Warlock Spells · Wizard Spells
* By Damage: Acid · Bludgeoning · Cold · Fire · Force · Lightning · Necrotic · Piercing · Poison · Psychic · Radiant · Slashing · Thunder · Variable · Weapon
* By Level: Cantrips · 1st-level · 2nd-level · 3rd-level · 4th-level · 5th-level · 6th-level · 7th-level · 8th-level · 9th-level
* By School: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation
* By Other: Healing Spells · Concentration Spells · Ritual Spells · Leveled Cantrips · Spells With Higher Casting
Reduced-Threat Gray Ooze

From Tales From the Yawning Portal, page 113.

**Hit Points:** 11 (3d8 + 9)
 **STR**
12 (+1)
6 (-2)
16 (+3)
1 (-5)
6 (-2)
 **Skills:** Stealth +0
**Damage Immunities:** acid, cold, fire
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.
***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
 ***Pseudopod.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Quandrix Student

From Strixhaven: A Curriculum of Chaos, page 33.

## Overview

In preparation to become a student of Quandrix College, you have spent years working through the college's math problems for prospective students. Your interests concentrate on the mathematical principles and patterns found in the natural world. You might lean more toward mathematics or physics, or you delve into more abstract studies of metaphysics, arcana, or logic.

* **Skills:** Arcana, Nature
* **Tools:** One type of artisan's tools
* **Languages:** One of your choice
* **Equipment:** A bottle of black ink, an ink pen, an abacus, a book of arcane theory, a school uniform, and a pouch containing 15 gp

### Feature: Quandrix Initiate

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

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

#### Quandrix Spells

Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns.

## Building a Quandrix Character

Any spellcasting class or subclass can work well for a Quandrix character. Both the scholarly focus of wizards (especially those who study the Schools of Abjuration, Illusion, or Transmutation) and the metamagic manipulations of sorcerers are welcome in Quandrix, and many druids explore the patterns of nature in Quandrix as well. A few clerics, particularly those with the Knowledge or Nature domains, study in Quandrix as well.

Aside from traditional spellcasters, a few characters of other classes find homes in Quandrix. Some fighters, monks, rangers, and rogues study here, using Quandrix principles to train their minds.

***Suggested Characteristics.*** With subjects ranging from the physical and tangible to the paradoxical and strange, the student body of Quandrix College includes an eclectic mix of individuals. The Quandrix Personality Traits table suggests a variety of traits you might adopt for your character.

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

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Spies' Murmur

From Guildmasters' Guide to Ravnica, page 181.

## Description

*Wondrous item, uncommon (requires attunement)*

This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.
Otyugh

From Monster Manual, page 248.

**Hit Points:** 114 (12d10 + 48)
 **STR**
16 (+3)
11 (0)
19 (+4)
6 (-2)
13 (+1)
 **Saving Throws:** Con +7
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Otyugh
 ***Multiattack.*** The otyugh makes three attacks: one with its bite and two with its tentacles.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
***Tentacles.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
***Tentacle Slam.*** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Sense Emotion

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

## Description

*1st-level divination*

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

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target's prevailing emotion, whether it's love, anger, pain, fear, calm, or something else. If the target isn't actually humanoid or it is immune to being charmed, you sense that it is calm.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Prismari Student

From Strixhaven: A Curriculum of Chaos, page 32.

## Overview

You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium — sculpture, dance, paint, music, drama, architecture, or any other field — you have grand visions of bringing your art to life in a fusion of magic and creativity.

* **Skills:** Acrobatics, Performance
* **Tools:** One type of musical instrument or artisan's tools
* **Languages:** One of your choice
* **Equipment:** A bottle of black ink, an ink pen, a set of artisan's tools or a musical instrument (one of your choice), a school uniform, and a pouch containing 10 gp

### Feature: Prismari Initiate

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

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

#### Prismari Spells

Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement — as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.

## Building a Prismari Character

Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of Evocation or Transmutation are also well represented. Clerics aren't very common in this school, but some with the Tempest domain end up here.

Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the Way of the Four Elements. Some acrobatic rogues and fighters (including those who emulate the archetype of the Eldritch Knight) also delight in the athleticism of Prismari performance.

***Suggested Characteristics.*** Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.

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

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Speak With Plants

From Player's Handbook, page 277.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V, S
* **Duration:** 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the Entangle spell to release a restrained creature.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Races:** Mark of Finding (Half-orc, Human)
* **Backgrounds:** Selesnya Initiate
Rope of Mending

From Xanathar's Guide to Everything, page 138.

## Description

*Wondrous item, common.*

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Sapping Sting

From Explorer's Guide to Wildemount, page 189.

## Description

*Necromancy cantrip*

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

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

## Learned By

* **Subclasses:** Cleric (*Death Domain*), Wizard (*Chronurgy Magic*), Wizard (*Graviturgy Magic*)
Lord's Ensemble

From Waterdeep: Dragon Heist, page 191.

## Description

*Wondrous item, very rare (requires attunement by a creature with a humanoid build).*

The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces — a helm, an amulet, and a robe — that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.

***Lord's Helm.*** This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.

***Lord's Amulet.*** This amulet bears the crest of Waterdeep. It functions as an Amulet of Proof Against Detection and Location.

***Lord's Robe.*** This elegant robe functions as a Ring of Free Action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
Spellwrought Tattoo

From Tasha's Cauldron of Everything, page 135.

## Description

*Wondrous item (tattoo), rarity varies*

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Speak With Animals

From Player's Handbook, page 277.

## Description

*1st-level divination (ritual)*

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

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Subclasses:** Barbarian (*Path of the Totem Warrior*), Cleric (*Nature Domain*), Paladin (*Oath of the Ancients*)
* **Eldritch Invocations:** Beast Speech
* **Races:** Mark of Handling Human
* **Backgrounds:** Gruul Anarch
* **Feats:** Fey Touched, Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Swarm of Ravens

From Monster Manual, page 339.

**Hit Points:** 24 (7d8 - 7)
 **STR**
6 (-2)
14 (+2)
8 (-1)
3 (-4)
12 (+1)
 **Skills:** Perception +5
**Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** passive Perception 15
**Languages:** —
 ***Beaks.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target 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.
Strong Wind

From Dungeon Master's Guide, page 110.

*Weather*

A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.

A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
Ring of X-Ray Vision

From Dungeon Master's Guide, page 193. Found on Magic Item Table G.

## Description

*Ring, rare (requires attunement).*

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Scorpion

From Monster Manual, page 337.

**Hit Points:** 1 (1d4 - 1)
 **STR**
2 (-4)
11 (0)
8 (-1)
1 (-5)
8 (-1)
 **Senses:** blindsight 10 ft., passive Perception 9
**Languages:** —
 ***Sting.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Suggestion

From Player's Handbook, page 279.

## Description

*2nd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
* **Duration:** Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Knowledge Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Fierna Tiefling, Yuan-ti Pureblood
Sword of Life Stealing

From Dungeon Master's Guide, page 206. Found on Magic Item Table G.

## Description

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

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Sudden Awakening

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

## Description

*1st-level enchantment*

* **Casting Time:** 1 bonus action
* **Range:** 10 feet
* **Components:** V
* **Duration:** Instantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

## Learned By

* **Classes:** Bard, Ranger, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Quickling

From Volo's Guide to Monsters, page 187.

**Hit Points:** 10 (3d4 + 3)
 **STR**
4 (-3)
23 (+6)
13 (+1)
10 (0)
12 (+1)
 **Skills:** Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** Common, Sylvan
 ***Blurred Movement.*** Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
 ***Multiattack.*** The quickling makes three dagger attacks.
***Dagger.** Melee or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 8 (1d4 + 6) piercing damage.
Star Spawn Larva Mage

From Mordenkainen's Tome of Foes, page 235.

**Hit Points:** 168 (16d8 + 96)
 **STR**
17 (+3)
12 (+1)
23 (+6)
18 (+4)
12 (+1)
 **Saving Throws:** Dex +6, Wis +6, Cha +8
**Skills:** Perception +6
**Damage Resistances:** cold; bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** psychic
**Condition Immunities:** charmed, frightened, paralyzed, petrified, poisoned, restrained
**Senses:** darkvision 60 ft., passive Perception 16
**Languages:** Deep Speech
 ***Innate Spellcasting.*** The larva mage's innate 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:
*At will:* Eldritch Blast\*, Minor Illusion
*3/day:* Dominate Monster
*1/day:* Circle of Death
\*3 beams, +3 bonus to each damage roll
 ***Slam.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.
 The star spawn larva mage 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 star spawn larva mage regains spent legendary actions at the start of its turn.
**Cantrip (Costs 2 Actions).** The larva mage casts one cantrip.
**Slam (Costs 2 Actions).** The larva mage makes one slam attack.
**Feed (Costs 3 Actions).** Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.
Summer Eladrin

From Mordenkainen's Tome of Foes, page 196.

**Hit Points:** 127 (17d8 + 51)
 **STR**
19 (+4)
21 (+5)
16 (+3)
14 (+2)
12 (+1)
 **Skills:** Athletics +8, Intimidation +8
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** Common, Elvish, Sylvan
 ***Changeable Nature.*** Whenever the eladrin finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
***Fearsome Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.
***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
 ***Multiattack.*** The eladrin makes two weapon attacks.
***Longsword.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands.
 ***Parry.*** The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
Runed Behir

From Waterdeep: Dungeon of the Mad Mage, page 158.

**Hit Points:** 168 (16d12 + 64)
 **STR**
23 (+6)
16 (+3)
18 (+4)
7 (-2)
14 (+2)
 **Skills:** Percpetion +6, Stealth +7
**Damage Immunities:** lightning
**Senses:** darkvision 90 ft., passive Perception 16
**Languages:** Draconic
 ***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target *Hit:* 22 (3d10 + 6) piercing damage
***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
***Lightning Breath (Recharge 5-6).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
 The runed behir 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 runed behir regains spent legendary actions at the start of its turn.
**Lesser Magic.** The behir casts Color Spray or Sleep, requiring no components.
**Greater Magic (Costs 2 Actions).** The behir casts Invisibility or Misty Step, requiring no components.
Rod of Resurrection

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

## Description

*Rod, legendary (requires attunement by a cleric, druid, or paladin). 2 lbs.*

The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
Soul Coin

From Baldur's Gate: Descent into Avernus, page 225.

## Description

*Wondrous item, uncommon.*

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.

***Carrying Soul Coins.*** To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

***Using a Soul Coin.*** A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

* **Drain Life.** You siphon away some of the soul's essence and gain 1d10 temporary hit points.
* **Query.** You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

***Freeing a Soul.*** Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace.

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

***Hellish Currency.*** Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
Spirit Guardians

From Player's Handbook, page 278.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** Self (15-foot radius)
* **Components:** V, S, M (a holy symbol)
* **Duration:** Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*War Domain*), Paladin (*Oath of the Crown*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Backgrounds:** Lorehold Student, Orzhov Representative
Star Spawn Grue

From Mordenkainen's Tome of Foes, page 234.

**Hit Points:** 17 (5d6)
 **STR**
6 (-2)
13 (+1)
10 (0)
9 (-1)
11 (0)
 **Damage Immunities:** psychic
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Deep Speech
 ***Confounding Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.
Serpent Scale Armor

From Candlekeep Mysteries, page 98.

## Description

*Armor (scale mail), uncommon*

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Shoosuva

From Volo's Guide to Monsters, page 137.

**Hit Points:** 110 (13d10 + 39)
 **STR**
18 (+4)
13 (+1)
17 (+3)
7 (-2)
14 (+2)
 **Saving Throws:** Dex +4, Con +6, Wis +5
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Abyssal, Gnoll, telepathy 120 ft.
 ***Multiattack.*** The shoosuva makes two attacks: one with its bite and one with its tail stinger.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 26 (4d10 + 4) piercing damage.
***Tail Stinger.** Melee Weapon Attack:* +7 to hit, reach 15 ft., one creature. *Hit:* 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadow Blade

From Xanathar's Guide to Everything, page 164.

## Description

*2nd-level illusion*

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

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

**At Higher Levels:** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Star Spawn Mangler

From Mordenkainen's Tome of Foes, page 236.

**Hit Points:** 71 (13d8 + 13)
 **STR**
8 (-1)
18 (+4)
12 (+1)
11 (0)
12 (+1)
 **Saving Throws:** Dex +7, Con +4
**Skills:** Stealth +7
**Damage Resistances:** cold
**Damage Immunities:** psychic
**Condition Immunities:** charmed, frightened, prone
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Deep Speech
 ***Ambush.*** On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.
 ***Multiattack.*** The mangler makes two claw attacks.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.
***Flurry of Claws (Recharge 4-6).*** The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
Sahuagin Warlock of Uk'otoa

From Explorer's Guide to Wildemount, page 297.

**Hit Points:** 22 (5d8)
 **STR**
14 (+2)
10 (0)
11 (0)
8 (-1)
8 (-1)
 **Skills:** Arcana +1, Persuasion +5
**Senses:** darkvision 120 ft., passive Perception 9
**Languages:** Common, Sahuagin
 ***Blood Frenzy.*** The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points.
***Innate Spellcasting.*** The warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*At will:* Eldritch Blast (see "Actions" below), Minor Illusion
*1/day each:* Armor of Agathys, Arms of Hadar, Counterspell, Crown of Madness, Invisibility, Hunger of Hadar
***Limited Amphibiousness.*** The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
***Shark Telepathy.*** The warlock can magically command any shark within 120 feet of it, using a limited telepathy.
***Variant: Rod of Retribution.*** Sahuagin warlocks of Uk'otoa who have exceptional potential in the eyes of the leviathan lord are granted a Rod of Retribution in addition to Uk'otoa's typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk'otoa holding this rod gains the following reaction:
 ***Multiattack.*** The warlock makes two attacks: one with its bite and one with its Sword of Fathoms.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage.
***Sword of Fathoms.** Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.
***Eldritch Blast.** Ranged Spell Attack:* +4 to hit, range 120 ft., one creature. *Hit:* 5 (1d10) force damage.
Stone Cursed

From Mordenkainen's Tome of Foes, page 240.

**Hit Points:** 19 (3d8 + 4)
 **STR**
16 (+3)
5 (-3)
14 (+2)
5 (-3)
8 (-1)
 **Damage Vulnerabilities:** bludgeoning
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, petrified, poisoned
**Senses:** passive Perception 9
**Languages:** the languages it knew in life
 ***Cunning Opportunist.*** The stone cursed has advantage on the attack rolls of opportunity attacks.
 ***Petrifying Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.