recursal/Fanatic-Fandom huggingface dataset:
Psi Crystal

From Icewind Dale: Rime of the Frostmaiden, page 315.

## Description

*Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher).*

This crystal grants you telepathy for as long as you remain attuned to it. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light's intensity and the greater range of the telepathy (see the Psi Crystal Properties table).

 8-11
 12-15
 16 or higher
Nabassu

From Mordenkainen's Tome of Foes, page 135.

**Hit Points:** 190 (20d8 + 100)
 **STR**
22 (+6)
14 (+2)
21 (+5)
14 (+2)
15 (+2)
 **Saving Throws:** Str +11, Dex +7
**Skills:** Perception +7
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 17
**Languages:** Abyssal, telepathy 120 ft.
 ***Demonic Shadows.*** The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.
***Devour Soul.*** A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of hit dice (d8s) equal to half the creature's number of hit dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 hit dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a Wish spell.
***Magic Resistance.*** The nabassu has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.
***Claws.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 17 (2d10 + 6) slashing damage.
***Bite.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 32 (4d12 + 6) piercing damage.
***Soul-Stealing Gaze.*** The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) damage and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
Potion of Vitality

From Dungeon Master's Guide, page 188. Found on Magic Item Table D.

## Description

*Potion, very rare. 0.5 lbs.*

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any hit die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Ring of Temporal Salvation

From Explorer's Guide to Wildemount, page 269.

## Description

*Ring, rare (requires attunement)*

If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
Green-Flame Blade

From Tasha's Cauldron of Everything, page 107; and Sword Coast Adventurer's Guide, page 143.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** Self (5-foot radius)
* **Components:** S, M (a weapon worth at least 1 sp)
* **Duration:** Instantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

## Learned By

* **Classes:** Artificer, Sorcerer (OCF), Warlock (OCF), Wizard (OCF)
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Spell Sniper
Oil of Sharpness

From Dungeon Master's Guide, page 184. Found on Magic Item Table D.

## Description

*Potion, very rare. 0.5 lbs.*

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Potion of Gaseous Form

From Dungeon Master's Guide, page 187. Found on Magic Item Table C.

## Description

*Potion, rare. 0.5 lbs.*

When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
Power Word Pain

From Xanathar's Guide to Everything, page 163.

## Description

*7th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Ring of Djinni Summoning

From Dungeon Master's Guide, page 190. Found on Magic Item Table I.

## Description

*Ring, legendary (requires attunement).*

While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.

While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.

After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Pegasus

From Monster Manual, page 250.

**Hit Points:** 59 (7d10 + 21)
 **STR**
18 (+4)
15 (+2)
16 (+3)
10 (0)
15 (+2)
 **Saving Throws:** Dex +4, Wis +4, Cha +3
**Skills:** Perception +6
**Senses:** passive Perception 16
**Languages:** understands Celestial, Common, Elvish, and Sylvan but can't speak
 ***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
Pipe of Remembrance

From Ghosts of Saltmarsh, page 229.

## Description

*Wondrous item, common.*

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Ring of Shooting Stars

From Dungeon Master's Guide, page 192. Found on Magic Item Table H.

## Description

*Ring, very rare (requires attunement outside at night).*

While wearing this ring in dim light or darkness, you can cast Dancing Lights and Light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

***Faerie Fire.*** You can expend 1 charge as an action to cast Faerie Fire from the ring.

***Ball Lightning.*** You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

 3
 2
 1

***Shooting Stars.*** You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ring of Spell Storing

From Dungeon Master's Guide, page 192. Found on Magic Item Table G.

## Description

*Ring, rare (requires attunement)*

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6-1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any 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 spell cast from the ring is no longer stored in it, freeing up space.
Project Image

From Player's Handbook, page 270.

## Description

*7th-level illusion*

* **Casting Time:** 1 action
* **Range:** 500 miles
* **Components:** V, S, M (a small replica of you made from materials worth at least 5 gp)
* **Duration:** Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Kavu Predator

From Plane Shift: Dominaria, page 24.

**Hit Points:** 75 (10d10 + 20)
 **STR**
18 (+4)
12 (+1)
15 (+2)
6 (-2)
14 (+2)
 **Skills:** Perception +4, Stealth +5
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** understands Elvish
 ***Multiattack.*** The kavu makes two claw attacks.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage.
Replica Tridrone

From Acquisitions Incorporated, page 132.

**Hit Points:** 16 (2d8 + 2)
 **STR**
12 (+1)
13 (+1)
12 (+1)
9 (-1)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Modron, can understand Common but speaks only preprogrammed responses
 ***Axiomatic Mind.*** The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.
 ***Multiattack.*** The tridrone makes three fist attacks or three javelin attacks.
***Fist.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
Potion of Healing

From Dungeon Master's Guide, page 187. Found on Magic Item Tables A, B, C, D and E.

## Description

*Potion, rarity varies*

You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.

 Greater healing
 Superior healing
 Supreme healing
Purify Food and Drink

From Player's Handbook, page 270.

## Description

*1st-level transmutation (ritual)*

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

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

## Learned By

* **Classes:** Artificer, Cleric, Druid, Paladin
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Hospitality Halfling
* **Feats:** Artificer Initiate, Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Nothic

From Monster Manual, page 236.

**Hit Points:** 45 (6d8 + 18)
 **STR**
14 (+2)
16 (+3)
16 (+3)
13 (+1)
10 (0)
 **Skills:** Arcana +3, Insight +4, Perception +2, Stealth +5
**Senses:** truesight 120 ft., passive Perception 12
**Languages:** Undercommon
 ***Multiattack.*** The nothic makes two claw attacks.
***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
***Rotting Gaze.*** The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
***Weird Insight.*** The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Quiver of Ehlonna

From Dungeon Master's Guide, page 189. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon. 2 lbs.*

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Fish Suit

From Astral Adventurer's Guide, page 22.

## Description

*Wondrous item, very rare*

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
Rakshasa

From Monster Manual, page 257.

**Hit Points:** 110 (13d8 + 52)
 **STR**
14 (+2)
17 (+3)
18 (+4)
13 (+1)
16 (+3)
 **Skills:** Deception +10, Insight +8
**Damage Vulnerabilities:** piercing from magic weapons wielded by good creatures
**Damage Immunities:** bludgeoning, piercing, and slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common, Infernal
 ***Innate Spellcasting.*** The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
*At will:* Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
*3/day each:* Charm Person, Detect Magic, Invisibility, Major Image, Suggestion
*1/day each:* Dominate Person, Fly, Plane Shift, True Seeing
 ***Multiattack.*** The rakshasa makes two claw attacks
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a Remove Curse spell or similar magic.
Ray of Frost

From Player's Handbook, page 271.

## Description

*Evocation cantrip*

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

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Frost Giant)*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Levistus Tiefling, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Spell Sniper, Strixhaven Initiate
Oil of Etherealness

From Dungeon Master's Guide, page 183. Found on Magic Item Table C.

## Description

*Potion, rare. 0.5 lbs.*

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Revivify

From Player's Handbook, page 272.

## Description

*3rd-level necromancy*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (diamonds worth 300 gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

## Learned By

* **Classes:** Artificer, Cleric, Druid (OCF), Paladin, Ranger (OCF)
* **Subclasses:** Cleric (*Grave Domain*), Cleric (*Life Domain*), Druid (*Circle of Wildfire*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
* **Backgrounds:** Witherbloom Student
Pentadrone

From Monster Manual, page 226.

**Hit Points:** 32 (5d10 + 5)
 **STR**
15 (+2)
14 (+2)
12 (+1)
10 (0)
10 (0)
 **Skills:** Perception +4
**Senses:** truesight 120 ft., passive Perception 14
**Languages:** Modron
 ***Axiomatic Mind.*** The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
***Disintegration.*** If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
***Variant: Rogue Modrons.*** A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
 ***Multiattack.*** The pentadrone makes five arm attacks.
***Arm.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.
***Paralysis Gas (Recharge 5-6).*** The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 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.
Rod of the Pact Keeper

From Dungeon Master's Guide, page 197. Found on Magic Item Tables F, G, and H.

## Description

*Rod, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a warlock)*

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod's rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Pipes of Haunting

From Dungeon Master's Guide, page 185. Found on Magic Item Table F.

## Description

*Wondrous item, instrument, uncommon. 2 lbs.*

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Quicksand

From Dungeon Master's Guide, page 110.

*Wilderness hazard*

A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4+1 feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe.

A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.
Ogre

From Monster Manual, page 237.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Greatclub.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
Lion

From Monster Manual, page 331.

**Hit Points:** 26 (4d10 + 4)
 **STR**
17 (+3)
15 (+2)
13 (+1)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +6
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Smell.*** The lion has advantage on Wisdom (Perception) checks that rely on smell.
***Pack Tactics.*** The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
***Pounce.*** If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Protection From Evil and Good

From Player's Handbook, page 270.

## Description

*1st-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)
* **Duration:** Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

## Learned By

* **Classes:** Cleric, Druid (OCF), Paladin, Warlock, Wizard
* **Subclasses:** Cleric (*Protection Domain*), Fighter (*Eldritch Knight*), Fighter (*Monster Hunter*), Paladin (*Oath of Devotion*), Ranger (*Horizon Walker*), Ranger (*Monster Slayer*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Feats:** Magic Initiate, Strixhaven Initiate
Nolzur's Marvelous Pigments

From Dungeon Master's Guide, page 183. Found on Magic Item Table D.

## Description

*Wondrous item, very rare.*

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features — such as a door, a pit, flowers, trees, cells, rooms, or weapons — that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Nature's Mantle

From Tasha's Cauldron of Everything, page 133.

## Description

*Wondrous item, uncommon (requires attunement by a druid or ranger)*

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Oil of Slipperiness

From Dungeon Master's Guide, page 184. Found on Magic Item Table D.

## Description

*Potion, uncommon. 0.5 lbs.*

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a Freedom of Movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
Net Trap

From Xanathar's Guide to Everything, page 113.

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

Goblins, with their propensity to enslave their enemies, prefer traps that leave intruders intact so the victims can be put to work in the mines or elsewhere.

* **Trigger:** A trip wire strung across a hallway is rigged to a large net. If the trip wire is broken, the net falls on intruders. An iron bell is also rigged to the trip wire. It rings when the trap activates, alerting nearby guards.
* **Effect:** A net covering a 10-foot-by-10-foot area centered on the trip wire falls to the floor as a bell rings. Any creature fully within this area must succeed on a DC 15 Dexterity saving throw or be restrained. A creature can use its action to make a DC 10 Strength check to try to free itself or another creature in the net. Dealing 5 slashing damage to the net (AC 10, 20 hp) also frees a creature without harming the creature.
* **Countermeasures:** A successful DC 15 Wisdom (Perception) check reveals the trip wire and the net. A successful DC 15 Dexterity check using thieves' tools disables the trip wire without causing the net to drop or the bell to ring; failing the check causes the trap to activate.
Quaggoth Thonot

From Monster Manual, page 256.

**Hit Points:** 45 (6d8 + 18)
 **STR**
17 (+3)
12 (+1)
16 (+3)
6 (-2)
12 (+1)
 **Skills:** Athletics +5
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Undercommon
 ***Innate Spellcasting (Psionics).*** The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components:
*At will:* Feather Fall, Mage Hand (the hand is invisible)
*1/day each:* Cure Wounds, Enlarge/Reduce, Heat Metal, Mirror Image
 ***Multiattack.*** The quaggoth makes two claw attacks.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Quetzalcoatlus

From Volo's Guide to Monsters, page 140.

**Hit Points:** 30 (4d12 + 4)
 **STR**
15 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (0)
 **Skills:** Perception +2
**Senses:** passive Perception 12
**Languages:** —
 ***Dive Attack.*** If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 10 ft., one creature. *Hit:* 12 (3d6 + 2) piercing damage.
Potion of Mind Control

From Tales From the Yawning Portal, page 229.

## Description

*Potion, varies*

When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the effect of a Dominate Beast, a Dominate Person (humanoid), or a Dominate Monster spell (see the table below). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

 Mind control (humanoid)
 Mind control (monster)
Potion of Fire Breath

From Dungeon Master's Guide, page 187. Found on Magic Item Table B.

## Description

*Potion, uncommon. 0.5 lbs.*

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Orb of Shielding

From Wayfinder's Guide to Eberron, page 114.

## Description

*Wondrous item, common (requires attunement).*

An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb and take damage of the type associated with the material your orb is made from, you can use your reaction to reduce the damage by 1d4. The materials and their associated damage types are listed below.

***Fernian basalt.*** Fire damage.

***Irian quartz.*** Radiant damage.

***Kythrian skarn.*** Acid or poison damage.

***Lamannian flint.*** Lightning or thunder damage.

***Mabaran obsidian.*** Necrotic damage.

***Quori celestine, Xorian marble.*** Psychic damage.

***Risian shale.*** Cold damage.

***Shavarran chert.*** Force damage.
Lizardfolk

From Volo's Guide to Monsters, page 111.

## Traits

Your lizardfolk character has the following racial traits.

* **Ability Score Increase:** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Age:** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
* **Alignment:** Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
* **Size:** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium. Your height is 4'9" with a modifier of +2d10. Your weight is 120 lbs. with a modifier of +(height roll) x 2d6.
* **Speed:** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Bite:** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cunning Artisan:** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
* **Hold Breath:** You can hold your breath for up to 15 minutes at a time.
* **Hunter's Lore:** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
* **Natural Armor:** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Hungry Jaws:** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common and Draconic.
Reduced-Threat Clay Golem

From Tales From the Yawning Portal, page 113.

**Hit Points:** 66 (14d10 + 56)
 **STR**
20 (+5)
9 (-1)
18 (+4)
3 (-4)
8 (-2)
 **Damage Immunities:** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands the languages of its creator but can't speak
 ***Acid Absorption.*** Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Berserk.*** Whenever the golem starts its turn with 60 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.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the Greater Restoration spell or other magic.
***Haste (Recharge 5-6).*** Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Potion of Diminution

From Dungeon Master's Guide, page 187. Found on Magic Item Table C.

## Description

*Potion, uncommon. 0.5 lbs.*

When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Robe of Summer

From Tales From the Yawning Portal, page 229.

## Description

*Wondrous item, rare (requires attunement). 1 lbs.*

This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.
Reef Shark

From Monster Manual, page 336.

**Hit Points:** 22 (4d8 + 4)
 **STR**
14 (+2)
13 (+1)
13 (+1)
1 (-5)
10 (0)
 **Skills:** Perception +2
**Senses:** blindsight 30 ft., passive Perception 12
**Languages:** —
 ***Pack Tactics.*** The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
Potion of Dragon's Majesty

From Fizban's Treasury of Dragons, page 24.

## Description

*Potion, legendary*

This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.
Programmed Illusion

From Player's Handbook, page 269.

## Description

*6th-level illusion*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp)
* **Duration:** Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Ogre Chain Brute

From Mordenkainen's Tome of Foes, page 221.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Fist.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
***Chain Sweep.*** The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
***Chain Smash (Recharge 6)** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
Puppet

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

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** S
* **Duration:** Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

## Learned By

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

From Monster Manual, page 62.

**Hit Points:** 184 (16d10 + 96)
 **STR**
21 (+5)
10 (0)
22 (+6)
19 (+4)
12 (+1)
 **Saving Throws:** Con +11, Int +9, Wis +6, Cha +7
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Multiattack.*** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 32 (5d10 + 5) piercing damage.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 15 (3d6 + 5) slashing damage.
***Horror Nimbus (Recharge 5-6).*** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 the nalfeshnee's Horror Nimbus for the next 24 hours.
***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Rary's Telepathic Bond

From Player's Handbook, page 270.

## Description

*5th-level divination (ritual)*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (pieces of eggshell from two different kinds of creatures)
* **Duration:** 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

## Learned By

* **Classes:** Bard (OCF), Wizard
* **Subclasses:** Cleric (*Peace Domain*), Sorcerer (*Aberrant Mind*)
* **Backgrounds:** Silverquill Student
Null

From Plane Shift: Zendikar, page 28.

When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null. Nulls' heads are featureless except for a gaping mouth filled with jagged teeth. Their bodies are shriveled and distorted, but preternaturally strong. They are mindlessly loyal servants to the vampire nobility, and the number of nulls under a vampire's control is a mark of status and power among the vampire houses of Guul Draz.

The stat block for a zombie is provided below. The extent to which a null is stronger and faster is up to a DM.

**Hit Points:** 22 (3d8 + 9)
 **STR**
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
 **Saving Throws:** Wis 0
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** understands all languages it spoke in life but can't speak
 ***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.