diff --git a/Collections/Complete.xml b/Collections/Complete.xml index 54dc2c1..a4cc225 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -12,6 +12,7 @@ + diff --git a/Collections/CoreOnly.xml b/Collections/CoreOnly.xml index dd1062b..35a797f 100644 --- a/Collections/CoreOnly.xml +++ b/Collections/CoreOnly.xml @@ -12,6 +12,7 @@ + diff --git a/Collections/CorePlusHomebrew-NoUA.xml b/Collections/CorePlusHomebrew-NoUA.xml index 470b256..985fdf8 100644 --- a/Collections/CorePlusHomebrew-NoUA.xml +++ b/Collections/CorePlusHomebrew-NoUA.xml @@ -12,6 +12,7 @@ + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index 67e4e1e..48d7d65 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -12,6 +12,7 @@ + diff --git a/Collections/CorePlusUnreleasedUA.xml b/Collections/CorePlusUnreleasedUA.xml index a88e3a7..72d7ace 100644 --- a/Collections/CorePlusUnreleasedUA.xml +++ b/Collections/CorePlusUnreleasedUA.xml @@ -12,6 +12,7 @@ + diff --git a/Collections/CoreRulebooksAndSupplements.xml b/Collections/CoreRulebooksAndSupplements.xml index ed49960..8094eda 100644 --- a/Collections/CoreRulebooksAndSupplements.xml +++ b/Collections/CoreRulebooksAndSupplements.xml @@ -12,6 +12,7 @@ + diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 0791d67..ee79dda 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,9 @@ ## CHANGE LOG +### 2020-03-26 + +Added Explorer's Guide to Wildemount as a supplement source. + ### 2020-03-14 Added additional blood curse to Blood Hunter. diff --git a/FightClub5eXML/README.md b/FightClub5eXML/README.md index 640c9f2..8c65805 100644 --- a/FightClub5eXML/README.md +++ b/FightClub5eXML/README.md @@ -18,7 +18,7 @@ Import one of the Collection files into the Fight Club app. **CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual -**CoreRulebooksAndSupplements**: _CoreRulebooks_ plus Rulebook Supplements (XGtE, MToF, VGtM, SCAG, GGtR, WGtE, ERftLW, AI, MFF, Tortle Package, and One Grung Above) +**CoreRulebooksAndSupplements**: _CoreRulebooks_ plus Rulebook Supplements (XGtE, MToF, VGtM, SCAG, GGtR, WGtE, ERftLW, AI, EGtW, MFF, Tortle Package, and One Grung Above) **CoreOnly**: _CoreRulebooksAndSupplements_ plus Adventures diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount.xml new file mode 100644 index 0000000..f3d7ee2 --- /dev/null +++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount.xml @@ -0,0 +1,5870 @@ + + + + + Amulet of the Drunkard + W + + + This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn. + Source: Explorer's Guide to Wildemount p. 265 + 4d4+4 + + + Arcane Cannon + W + + + This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again. + The creature firing the cannon chooses the effect from the following options: + Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water. + Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. + Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success. + Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save. + Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Source: Explorer's Guide to Wildemount p. 265 + 4d10 + 2d10 + 6d10 + + + Battering Shield + S + 6 + 10.0 + + 2 + While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. + Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. + Source: Explorer's Guide to Wildemount p. 266 + 1d3 + + + Black Sap + P + + 300.0 + + This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. + For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses. + Source: Explorer's Guide to Wildemount + 1d6 + 2d4 + + + Blade of Broken Mirrors + M + 1 + 2.0 + F,L,T + 1d4 + P + 20/60 + A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end. + Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common. + Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution. + Dormant: The dagger grants the following benefits in its dormant state: + • You can speak, read, and write Abyssal. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand. + • Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory. + Awakened: When the dagger reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2. + • While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn. + Exalted: When the dagger reaches an exalted state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +3. + • The saving throw DC for spells cast from the dagger increases to 17. + • While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 275 + + + Blasting Powder + G + + + This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. + A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet). + Source: Explorer's Guide to Wildemount + 3d6 + 1d6 + 10d6 + + + Blight Ichor + P + + 200.0 + + This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. + Source: Explorer's Guide to Wildemount + 1d6 + + + Bloodaxe + M + 7 + 30.0 + H,2H + 1d12 + S + You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. + This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina. + Source: Explorer's Guide to Wildemount p. 266 + 1d6 + + + Breathing Bubble + W + + + This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet. + The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn. + Source: Explorer's Guide to Wildemount p. 266 + + + Brooch of Living Essence + W + + + While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral. + Source: Explorer's Guide to Wildemount p. 266 + + + Butcher's Bib + W + + + This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: + • Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total. + • Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. + Source: Explorer's Guide to Wildemount p. 266 + + + Coin of Delving + W + + + This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone. + Source: Explorer's Guide to Wildemount p. 266 + + + Danoth's Visor + W + + + These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar. + Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. + Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties: + • You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. + • As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. 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. This property can't be used again until the next dawn. + • As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation. + Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties: + • You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form. + • As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn. + Source: Explorer's Guide to Wildemount p. 270 + + + Dispelling Stone + W + + + This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends. + Source: Explorer's Guide to Wildemount p. 266 + + + Duskcrusher + M + 2 + 15.0 + V + 1d8 + 1d10 + B + This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear. + While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage. + While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Dust of Deliciousness + W + + + This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings. + Source: Explorer's Guide to Wildemount p. 267 + + + Ersatz Eye + W + + + This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. + Source: Xanathar's Guide to Everything p. 137, Explorer's Guide to Wildemount + + + Explosive Seed + G + + + This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. + Source: Explorer's Guide to Wildemount + 1d8 + + + Goggles of Object Reading + W + + + These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see. + In addition, you can cast the identify spell using the googles. Once you do so, you can't do so again until the next dawn. + Source: Explorer's Guide to Wildemount p. 267 + + + Grimoire Infinitus + W + 3 + + Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds. + Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave. + You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1. + Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties: + • While you carry the spellbook, you have advantage on saving throws against spells and magical effects. + • When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. + Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties: + • You can now use your Arcane Recovery feature twice between long rests, rather than once. + • When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again. + Source: Explorer's Guide to Wildemount p. 271 + + + Grovelthrash + M + 2 + 15.0 + V + 1d8 + 1d10 + B + Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain. + Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal. + Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others. + Dormant: The warhammer grants the following benefits in its dormant state: + • You can speak, read, and write Abyssal and Infernal. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures. + • While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand. + Awakened: When the warhammer reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2. + • You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock. + • When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn. + Exalted: When the warhammer reaches an exalted state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +3. + • When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit.You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake. + • As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 275 + 2d6 + 1d6 + + + Hide of the Feral Guardian + LA + 13 + 45.0 + + 12 + It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. + Dormant: While wearing the armor in its dormant state, you gain the following benefits: + • The armor grants you a +1 bonus to AC. + • While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor. + • As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn. + Awakened: When the armor reaches an awakened state, it gains the following properties: + • The AC bonus of the armor increases to +2. + • While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2). + • When you cast the polymorph spell using this armor, you can transform into a cave bear (use the polar bear statistics). + Exalted: When the armor reaches an exalted state, it gains the following properties: + • The AC bonus of the armor increases to +3. + • While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3). + • When you cast the polymorph spell using this armor, you can transform into a guardian wolf (see the accompanying stat block). + Source: Explorer's Guide to Wildemount p. 271 + + + Hunter's Coat + LA + 10 + 10.0 + + 11 + You have a +1 bonus to AC while wearing this armor. + The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. + Source: Explorer's Guide to Wildemount p. 267 + 1d10 + 1d3 + + + Infiltrator's Key + W + + + This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum. + Dormant: The Infiltrator's Key grants the following benefits in its dormant state: + • The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks. + • While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently. + Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties: + • While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack. + • While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn. + Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties: + • As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn. + • While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn. + Source: Explorer's Guide to Wildemount p. 272 + + + Lash of Shadows + M + 3 + 2.0 + F,R + 1d4 + S + This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. + Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. + Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. + Dormant: The whip grants the following benefits in its dormant state: + • You can speak, read, and write Abyssal and Draconic. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. + • You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn: + Dead Eyes: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded. + Serpent Venom: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. + Awakened: When the whip reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2. + • The saving throw DC for the weapon's poisons increases to 15. + • The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Exalted: When the whip reaches an exalted state, it gains the following additional properties: + • The weapon's bonus to attack and damage rolls increases to +3. + • The saving throw DC for the weapon's poisons increases to 17. + • The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 276 + 3d6 + + + Luxon Beacon + W + + + This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched. + Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source. + When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. + If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll. + Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon. + Source: Explorer's Guide to Wildemount p. 268 + + + Mace of the Black Crown + M + 4 + 5.0 + + 1d6 + B + This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells. + Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. + Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict. + Dormant: The mace grants the following benefits in its dormant state: + • You can speak, read, and write Infernal. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. + • While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace. + • While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn. + Awakened: When the mace reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6. + • The weapon's Summon Devil feature can also be used to summon a bearded devil. + • You have resistance to poison damage while holding this weapon. + Exalted: When the mace reaches an exalted state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage. + • The weapon's Summon Devil feature can also be used to summon a barbed devil. + • You have resistance to fire damage while you hold this weapon. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 276 + 1d6 + 2d6 + 3d6 + + + Moorbounder + G + + 400.0 + + Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders. + Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna. + Source: Explorer's Guide to Wildemount + + + Muroosa Balm + P + + 100.0 + + This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. + A dose of muroosa balm sufficient for treating sunburn costs 1 gp. + Source: Explorer's Guide to Wildemount + + + Needle of Mending + M + 1 + 2.0 + F,L,T + 1d4 + P + 20/60 + This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. + You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it. + Source: Explorer's Guide to Wildemount p. 268 + + + Nightfall Pearl + W + + + Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours. + Source: Explorer's Guide to Wildemount p. 268 + + + Olisuba Leaf + P + + 50.0 + + These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. + Source: Explorer's Guide to Wildemount + + + Orb of the Veil + W + + + 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. + Source: Explorer's Guide to Wildemount p. 268 + + + Potion of Maximum Power + P + + + The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. + This glowing purple liquid smells of sugar and plum, but it has a muddy taste. + Source: Explorer's Guide to Wildemount p. 268 + + + Potion of Possibility + P + + + When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. + When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. + If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. + While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source. + Source: Explorer's Guide to Wildemount p. 268 + + + Pride Silk + G + 1 + 100.0 + + The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk. + Source: Explorer's Guide to Wildemount + + + Pride Silk Outfit + LA + 5 + 100.0 + + An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it. + Source: Explorer's Guide to Wildemount + + + Prosthetic Limb + W + + + This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else. + If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to. + Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount + + + Reincarnation Dust + W + + + When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains. + Source: Explorer's Guide to Wildemount p. 268 + + + Ring of Obscuring + RG + + + This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required). + Source: Explorer's Guide to Wildemount p. 269 + 1d3 + + + Ring of Temporal Salvation + RG + + + 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. + Source: Explorer's Guide to Wildemount p. 269 + 3d6 + + + Rod of Retribution + RD + + + This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn. + When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. + Source: Explorer's Guide to Wildemount p. 269 + 2d10 + + + Ruin's Wake + M + 3 + 1.0 + T,V + 1d6 + 1d8 + P + 20/60 + This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh. + Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc. + Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence. + Dormant: The spear grants the following benefits in its dormant state: + • You can speak, read, and write Abyssal and Orc. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand. + • As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest. + Awakened: When the spear reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8. + • When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn. + Exalted: When the spear reaches an exalted state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +3. + • While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn. + • When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 277 + 1d8 + 2d8 + 8d6 + + + Silken Spite + M + 2 + 25.0 + F + 1d8 + P + The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. + Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon. + Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense. + Dormant: The rapier grants the following benefits in its dormant state: + • You can speak, read, and write Abyssal, Elvish, and Undercommon. + • You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. + • You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake. + • While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. + Awakened: The rapier grants the following benefits in its awakened state: + • The weapon's bonus to attack and damage rolls increases to +2. + • The saving throw DC for the weapon's poison increases to 15. + • While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn. + Exalted: The rapier grants the following benefits in its exalted state: + • The weapon's bonus to attack and damage rolls increases to +3. + • The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17. + • Magical darkness doesn't impede your darkvision. + • While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 277 + + + Skyship + G + + 100000.0 + + Source: Explorer's Guide to Wildemount + + + Soothsalts + P + + 150.0 + + Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours. + For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses. + Source: Explorer's Guide to Wildemount + 1d4 + + + Spell Bottle + W + + + This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. + When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. + While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. + If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle. + Source: Explorer's Guide to Wildemount p. 269 + + + Staff of Dunamancy + ST + 4 + V + 1d6 + 1d8 + B + This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. + While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). + New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn. + Source: Explorer's Guide to Wildemount p. 270 + 1d6+4 + + + Staff of the Ivory Claw + ST + 4 + V + 1d6 + 1d8 + B + This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage. + Source: Explorer's Guide to Wildemount p. 270 + 3d6 + + + Stormgirdle + W + + + A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory. + Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration: + • You have immunity to lightning damage and thunder damage. + • When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead. + • As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. + Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn. + Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits: + • Your Strength score becomes 23 if it isn't already 23 or higher. + • Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6). + • While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover. + Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits: + • Your Strength score becomes 25 if it isn't already 25 or higher. + • Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6). + • You can cast the control weather spell from the girdle. This property can't be used again until the next dawn. + Source: Explorer's Guide to Wildemount p. 273 + 3d6 + 4d6 + 5d6 + + + The Bloody End + M + 4 + 15.0 + + 1d8 + P + Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. + Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal. + Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf. + Dormant: The morningstar grants the following benefits in its dormant state: + • You can speak, read, and write Infernal. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. + • While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn. + • While holding the morningstar, you have advantage on Charisma (Intimidation) checks. + Awakened: When the morningstar reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2. + • The saving throw DC for spells cast from the morningstar increases to 15. + • When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn. + • When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker. + Exalted: When the morningstar reaches an exalted state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +3. + • Add dominate monster to the list of spells that can be cast from the morningstar. + • The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17. + • When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 278 + 1d6 + 2d6 + + + Theki Root + P + + 3.0 + + This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. + Source: Explorer's Guide to Wildemount + + + Verminshroud + W + + + This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams. + Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits: + • You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet. + • As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn. + Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits: + • You have resistance to poison damage. + • You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn. + • When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp. + Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits: + • You gain a climbing speed equal to your walking speed. + • Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. + • When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion. + Source: Explorer's Guide to Wildemount p. 273 + 1d6 + + + Vox Seeker + W + + + This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed. + Source: Explorer's Guide to Wildemount p. 270 + + + Will of the Talon + M + 2 + 5.0 + + 1d8 + P + Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. + Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. + The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal. + Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return. + Dormant: The war pick grants the following benefits in its dormant state: + • You can speak, read, and write Draconic and Infernal. + • You gain a +1 bonus to attack and damage rolls made with this magic weapon. + • As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you 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 your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn. + • While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. + When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn. + Damage Type | Area | Saving Throw + Acid | 5 ft. wide, 30 ft. long line | Dexterity + Cold | 15 ft. cone | Constitution + Fire | 15 ft. cone | Dexterity + Lightning | 5 ft. wide, 30 ft. long line | Dexterity + Poison | 15 ft. cone | Constitution + Awakened: When the war pick reaches an awakened state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +2. + • The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one. + • The saving throw DC for the war pick's Frightful Presence property increases to 15. + • While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage. + Exalted: When the war pick reaches an exalted state, it gains the following properties: + • The weapon's bonus to attack and damage rolls increases to +3. + • The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one. + • The saving throw DC for the war pick's Frightful Presence property increases to 17. + Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information. + Source: Explorer's Guide to Wildemount p. 279 + 3d6 + 4d6 + 5d6 + + + Willowshade Oil + P + + 0.3 + + A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn. + Source: Explorer's Guide to Wildemount + + + Wreath of the Prism + W + + + This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. + Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet. + When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you. + Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits: + • You can affect creatures of challenge rating 10 or lower with the wreath. + • The save DC of the wreath's spell increases to 15. + Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits: + • You can affect creatures of challenge rating 15 or lower with the wreath. + • The save DC of the wreath's spell increases to 17. + Source: Explorer's Guide to Wildemount p. 274 + + + Acheron Blade Double-Bladed Scimitar + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. + Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. + Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. + Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d4+4 + + + Acheron Blade Greatsword + M + 6 + H,2H + 2d6 + S + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. + Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. + Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. + Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Longsword + M + 3 + V + 1d8 + 1d10 + S + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. + Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. + Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. + Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Rapier + M + 2 + F + 1d8 + P + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. + Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. + Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. + Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Scimitar + M + 3 + F,L + 1d6 + S + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. + Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. + Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. + Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade Shortsword + M + 2 + F,L + 1d6 + P + The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. + Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk. + Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. + Source: Explorer's Guide to Wildemount p. 265 + 1d4+4 + + + Acheron Blade + G + + + Acheron Blade Double-Bladed Scimitar + Acheron Blade Greatsword + Acheron Blade Longsword + Acheron Blade Rapier + Acheron Blade Scimitar + Acheron Blade Shortsword + Source: Explorer's Guide to Wildemount p. 265 + + + Corpse Slayer Battleaxe + M + 4 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Blowgun + R + 1 + A,LD + 1 + P + 25/100 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Club + M + 2 + L + 1d4 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Dagger + M + 1 + F,L,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Dart + R + 0.25 + F,T + 1d4 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Double-Bladed Scimitar + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + 1d8 + + + Corpse Slayer Flail + M + 2 + + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Glaive + M + 6 + H,R,2H + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Greataxe + M + 7 + H,2H + 1d12 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Greatclub + M + 10 + 2H + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Greatsword + M + 6 + H,2H + 2d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Halberd + M + 6 + H,R,2H + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Hand Crossbow + R + 3 + A,L,LD + 1d6 + P + 30/120 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Handaxe + M + 2 + L,T + 1d6 + S + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Heavy Crossbow + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Hooked Shortspear + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Javelin + M + 2 + T + 1d6 + P + 30/120 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Lance + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Light Crossbow + R + 5 + A,LD,2H + 1d8 + P + 80/320 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Light Hammer + M + 2 + L,T + 1d4 + B + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Light Repeating Crossbow + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Longbow + R + 2 + A,H,2H + 1d8 + P + 150/600 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Longsword + M + 3 + V + 1d8 + 1d10 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Mace + M + 4 + + 1d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Maul + M + 10 + H,2H + 2d6 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Morningstar + M + 4 + + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Net + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Pike + M + 18 + H,R,2H + 1d10 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Quarterstaff + M + 4 + V + 1d6 + 1d8 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Rapier + M + 2 + F + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Scimitar + M + 3 + F,L + 1d6 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Shortbow + R + 2 + A,2H + 1d6 + P + 80/320 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Shortsword + M + 2 + F,L + 1d6 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Sickle + M + 2 + L + 1d4 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Sling + R + + A + 1d4 + B + 30/120 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Spear + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Trident + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer War Pick + M + 2 + + 1d8 + P + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Warhammer + M + 2 + V + 1d8 + 1d10 + B + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Whip + M + 3 + F,R + 1d4 + S + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer Yklwa + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. + When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 266 + 1d8 + + + Corpse Slayer + G + + + Corpse Slayer Battleaxe + Corpse Slayer Blowgun + Corpse Slayer Club + Corpse Slayer Dagger + Corpse Slayer Dart + Corpse Slayer Double-Bladed Scimitar + Corpse Slayer Flail + Corpse Slayer Glaive + Corpse Slayer Greataxe + Corpse Slayer Greatclub + Corpse Slayer Greatsword + Corpse Slayer Halberd + Corpse Slayer Hand Crossbow + Corpse Slayer Handaxe + Corpse Slayer Heavy Crossbow + Corpse Slayer Hooked Shortspear + Corpse Slayer Javelin + Corpse Slayer Lance + Corpse Slayer Light Crossbow + Corpse Slayer Light Hammer + Corpse Slayer Light Repeating Crossbow + Corpse Slayer Longbow + Corpse Slayer Longsword + Corpse Slayer Mace + Corpse Slayer Maul + Corpse Slayer Morningstar + Corpse Slayer Net + Corpse Slayer Pike + Corpse Slayer Quarterstaff + Corpse Slayer Rapier + Corpse Slayer Scimitar + Corpse Slayer Shortbow + Corpse Slayer Shortsword + Corpse Slayer Sickle + Corpse Slayer Sling + Corpse Slayer Spear + Corpse Slayer Trident + Corpse Slayer War Pick + Corpse Slayer Warhammer + Corpse Slayer Whip + Corpse Slayer Yklwa + Source: Explorer's Guide to Wildemount p. 266 + + + Dancing Double-Bladed Scimitar + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. + You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. + While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. + After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. + Found On: Magic Item Table H + Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Last Stand Armor Breastplate + MA + 20 + + 14 + This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Chain Mail + HA + 55 + + 16 + Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Chain Shirt + MA + 20 + + 13 + Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Half Plate Armor + MA + 40 + + 15 + Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Hide Armor + MA + 12 + + 12 + This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Leather Armor + LA + 10 + + 11 + The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Padded Armor + LA + 8 + + 11 + Padded armor consists of quilted layers of cloth and batting. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Plate Armor + HA + 65 + + 18 + Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Ring Mail + HA + 40 + + 14 + This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Scale Mail + MA + 45 + + 14 + This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Spiked Armor + MA + 45 + + 14 + Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Splint Armor + HA + 60 + + 17 + This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + The wearer has disadvantage on Stealth (Dexterity) checks. + If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor Studded Leather Armor + LA + 13 + + 12 + Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. + You have a +1 bonus to AC while wearing this armor, which shimmers softly. + If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. + Source: Explorer's Guide to Wildemount p. 267 + + + Last Stand Armor + G + + + Last Stand Armor Breastplate + Last Stand Armor Chain Mail + Last Stand Armor Chain Shirt + Last Stand Armor Half Plate Armor + Last Stand Armor Hide Armor + Last Stand Armor Leather Armor + Last Stand Armor Padded Armor + Last Stand Armor Plate Armor + Last Stand Armor Ring Mail + Last Stand Armor Scale Mail + Last Stand Armor Spiked Armor + Last Stand Armor Splint Armor + Last Stand Armor Studded Leather Armor + Source: Explorer's Guide to Wildemount p. 267 + + + Battleaxe of Certain Death + M + 4 + V + 1d8 + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Blowgun of Certain Death + R + 1 + A,LD + 1 + P + 25/100 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Club of Certain Death + M + 2 + L + 1d4 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Dagger of Certain Death + M + 1 + F,L,T + 1d4 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Dart of Certain Death + R + 0.25 + F,T + 1d4 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Double-Bladed Scimitar of Certain Death + M + 6 + S,2H + 2d4 + S + Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270, Wayfinder's Guide to Eberron p. 74 + 1d4 + 2d4 + + + Flail of Certain Death + M + 2 + + 1d8 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Glaive of Certain Death + M + 6 + H,R,2H + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Greataxe of Certain Death + M + 7 + H,2H + 1d12 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Greatclub of Certain Death + M + 10 + 2H + 1d8 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Greatsword of Certain Death + M + 6 + H,2H + 2d6 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Halberd of Certain Death + M + 6 + H,R,2H + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Hand Crossbow of Certain Death + R + 3 + A,L,LD + 1d6 + P + 30/120 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Handaxe of Certain Death + M + 2 + L,T + 1d6 + S + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Heavy Crossbow of Certain Death + R + 18 + A,H,LD,2H + 1d10 + P + 100/400 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Hooked Shortspear of Certain Death + M + 2 + L + 1d4 + P + On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Javelin of Certain Death + M + 2 + T + 1d6 + P + 30/120 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Lance of Certain Death + M + 6 + R,S + 1d12 + P + Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Light Crossbow of Certain Death + R + 5 + A,LD,2H + 1d8 + P + 80/320 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Light Hammer of Certain Death + M + 2 + L,T + 1d4 + B + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Light Repeating Crossbow of Certain Death + R + 5 + A,2H + 1d8 + P + 40/160 + This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Longbow of Certain Death + R + 2 + A,H,2H + 1d8 + P + 150/600 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Longsword of Certain Death + M + 3 + V + 1d8 + 1d10 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Mace of Certain Death + M + 4 + + 1d6 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Maul of Certain Death + M + 10 + H,2H + 2d6 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Morningstar of Certain Death + M + 4 + + 1d8 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Net of Certain Death + R + 3 + S,T + 5/15 + Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Pike of Certain Death + M + 18 + H,R,2H + 1d10 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Quarterstaff of Certain Death + M + 4 + V + 1d6 + 1d8 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Rapier of Certain Death + M + 2 + F + 1d8 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Scimitar of Certain Death + M + 3 + F,L + 1d6 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Shortbow of Certain Death + R + 2 + A,2H + 1d6 + P + 80/320 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Shortsword of Certain Death + M + 2 + F,L + 1d6 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Sickle of Certain Death + M + 2 + L + 1d4 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Sling of Certain Death + R + + A + 1d4 + B + 30/120 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Spear of Certain Death + M + 3 + T,V + 1d6 + 1d8 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Trident of Certain Death + M + 4 + T,V + 1d6 + 1d8 + P + 20/60 + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + War Pick of Certain Death + M + 2 + + 1d8 + P + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Warhammer of Certain Death + M + 2 + V + 1d8 + 1d10 + B + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Whip of Certain Death + M + 3 + F,R + 1d4 + S + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Yklwa of Certain Death + M + 3 + T + 1d8 + P + 10/30 + A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. + When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. + Source: Explorer's Guide to Wildemount p. 270 + + + Weapon of Certain Death + G + + + Battleaxe of Certain Death + Blowgun of Certain Death + Club of Certain Death + Dagger of Certain Death + Dart of Certain Death + Double-Bladed Scimitar of Certain Death + Flail of Certain Death + Glaive of Certain Death + Greataxe of Certain Death + Greatclub of Certain Death + Greatsword of Certain Death + Halberd of Certain Death + Hand Crossbow of Certain Death + Handaxe of Certain Death + Heavy Crossbow of Certain Death + Hooked Shortspear of Certain Death + Javelin of Certain Death + Lance of Certain Death + Light Crossbow of Certain Death + Light Hammer of Certain Death + Light Repeating Crossbow of Certain Death + Longbow of Certain Death + Longsword of Certain Death + Mace of Certain Death + Maul of Certain Death + Morningstar of Certain Death + Net of Certain Death + Pike of Certain Death + Quarterstaff of Certain Death + Rapier of Certain Death + Scimitar of Certain Death + Shortbow of Certain Death + Shortsword of Certain Death + Sickle of Certain Death + Sling of Certain Death + Spear of Certain Death + Trident of Certain Death + War Pick of Certain Death + Warhammer of Certain Death + Whip of Certain Death + Yklwa of Certain Death + Source: Explorer's Guide to Wildemount p. 270 + + + + + + Elf (Pallid) + M + 30 + Dex 2, Wis 1 + Perception + Wisdom + + Description + Source: Explorer's Guide to Wildemount + + + Incisive Sense + You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks. + + + + Blessing of the Moon Weaver + You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells. + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Keen Senses + You have proficiency in the Perception skill. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + + Dragonborn (Draconblood) + M + 30 + Str 2, Cha 1, Int 2, Cha 1 + + + + Description + Source: Explorer's Guide to Wildemount + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Age + Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. + + + Alignment + Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. + + + Size + Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. + + + Draconic Ancestry + You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. + Dragon | Damage Type | Breath Weapon + Black | Acid | 5 by 30 ft. line (Dex. save) + Blue | Lightning | 5 by 30 ft. line (Dex. save) + Brass | Fire | 5 by 30 ft. line (Dex. save) + Bronze | Lightning | 5 by 30 ft. line (Dex. save) + Copper | Acid | 5 by 30 ft. line (Dex. save) + Gold | Fire | 15 ft. cone (Dex. save) + Green | Poison | 15 ft. cone (Con. save) + Red | Fire | 15 ft. cone (Dex. save) + Silver | Cold | 15 ft. cone (Con. save) + White | Cold | 15 ft. cone (Con. save) + + + Breath Weapon + You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. + When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + + Forceful Presence + You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest. + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + + + Dragonborn (Ravenite) + M + 30 + Str 2, Cha 1, Str 2, Con 1 + + + + Description + Source: Explorer's Guide to Wildemount + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Age + Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. + + + Alignment + Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. + + + Size + Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. + + + Draconic Ancestry + You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. + Dragon | Damage Type | Breath Weapon + Black | Acid | 5 by 30 ft. line (Dex. save) + Blue | Lightning | 5 by 30 ft. line (Dex. save) + Brass | Fire | 5 by 30 ft. line (Dex. save) + Bronze | Lightning | 5 by 30 ft. line (Dex. save) + Copper | Acid | 5 by 30 ft. line (Dex. save) + Gold | Fire | 15 ft. cone (Dex. save) + Green | Poison | 15 ft. cone (Con. save) + Red | Fire | 15 ft. cone (Dex. save) + Silver | Cold | 15 ft. cone (Con. save) + White | Cold | 15 ft. cone (Con. save) + + + Breath Weapon + You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. + When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + + Vengeful Assault + When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + + + Halfling (Lotusden) + S + 25 + Dex 2, Wis 1 + + Wisdom + + Description + Source: Explorer's Guide to Wildemount + + + Child of the Wood + You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells. + + + Timberwalk + Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + Brave + You have advantage on saving throws against being frightened. + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + Goblin (Dankwood) + S + 30 + Dex 2, Con 1, Dex 2, Wis 1 + + + + Description + Source: Adventure with Muk p. 35, Explorer's Guide to Wildemount + + + Age + Goblins reach adulthood at age 8 and live up to 60 years. + + + Alignment + Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral. + + + Size + Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Speak with Small Beasts + Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + Languages + You can speak, read, and write Common and Goblin. + + + + + + + Fighter + + + + Martial Archetype: Echo Knight + A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. + + Manifest Echo + 3rd-level Echo Knight feature + You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. + Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. + You can use the echo in the following ways: + • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. + • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. + • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. + + Unleash Incarnation + 3rd-level Echo Knight feature + You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. + You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Echo Avatar (Echo Knight) + 7th-level Echo Knight feature + You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Shadow Martyr (Echo Knight) + 10th-level Echo Knight feature + You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Reclaim Potential (Echo Knight) + 15th-level Echo Knight feature + You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points. + You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Legion of One (Echo Knight) + 18th-level Echo Knight feature + You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead. + In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Wizard + + + + Arcane Tradition: Chronurgy Magic + Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye. + + Chronal Shift + 2nd-level Chronurgy Magic feature + You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. + You can use this ability twice, and you regain any expended uses when you finish a long rest. + + Temporal Awareness + 2nd-level Chronurgy Magic feature + You can add your Intelligence modifier to your initiative rolls. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Arcane Tradition: Graviturgy Magic + Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. + + Adjust Density + 2nd-level Graviturgy Magic feature + As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). + While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws. + Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Momentary Stasis (Chronurgy Magic) + 6th-level Chronurgy Magic feature + As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. + You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Gravity Well (Graviturgy Magic) + 6th-level Graviturgy Magic feature + You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Arcane Abeyance (Chronurgy Magic) + 10th-level Chronurgy Magic feature + When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost. + A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. + Once you create a bead with this feature, you can't do so again until you finish a short or long rest. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Violent Attraction (Graviturgy Magic) + 10th-level Graviturgy Magic feature + When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type. + Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10. + You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Convergent Future (Chronurgy Magic) + 14th-level Chronurgy Magic feature + You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). + When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + Event Horizon (Graviturgy Magic) + 14th-level Graviturgy Magic feature + As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement. + Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it. + + Source: Explorer's Guide to Wildemount p. 0 + + + + + + + + Augen Trust (Spy) + Deception, Stealth + + Description + Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder. + Source: Explorer's Guide to Wildemount + + + Starting Proficiencies + Your background grants you the following proficiencies. + + Skills: Deception, Stealth + + Languages: none + + Tools: one type of gaming set, thieves' tools + + + Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + Source: Player's Handbook, p. 130 + + + Equipment + A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp + + + Personality Trait + Choose or randomly determine + + + 1. I always have a plan for what to do when things go wrong. + + 2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. + + 3. The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden. + + 4. I would rather make a new friend than a new enemy. + + 5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide. + + 6. I don't pay attention to the risks in a situation. Never tell me the odds. + + 7. The best way to get me to do something is to tell me I can't do it. + + 8. I blow up at the slightest insult. + + + Ideal + Choose or randomly determine + + + 1. Honor: I don't steal from others in the trade. (Lawful). + + 2. Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic). + + 3. Charity: I steal from the wealthy so that I can help people in need. (Good). + + 4. Greed: I will do whatever it takes to become wealthy. (Evil). + + 5. People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral). + + 6. Redemption; There's a spark of good in everyone. (Good). + + + Bond + Choose or randomly determine + + + 1. I'm trying to pay off an old debt I owe to a generous benefactor. + + 2. My ill - gotten gains go to support my family. + + 3. Something important was taken from me, and I aim to steal it back. + + 4. I will become the greatest thief that ever lived. + + 5. I'm guilty of a terrible crime. I hope I can redeem myself for it. + + 6. Someone I loved died because of a mistake I made. That will never happen again. + + + Flaw + Choose or randomly determine + + + 1. When I see something valuable, I can't think about anything but how to steal it. + + 2. When faced with a choice between money and my friends, I usually choose the money. + + 3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. + + 4. I have a "tell" that reveals when I'm lying. + + 5. I turn tail and run when things look bad. + + 6. An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + Cobalt Scholar (Sage) + Arcana, History + + Description + • Skill Proficiencies: Arcana, History + • Languages: Two of your choice + • Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp + + Source: Explorer's Guide to Wildemount + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. + | Field of Study + 1 | Alchemist + 2 | Astronomer + 3 | Discredited academic + 4 | Librarian + 5 | Professor + 6 | Researcher + 7 | Wizard's apprentice + 8 | Scribe + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. + d8 | Personality Trait + 1 | I use polysyllabic words that convey the impression of great erudition. + 2 | I've read every book in the world's greatest libraries—or I like to boast that I have. + 3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. + 4 | There's nothing I like more than a good mystery. + 5 | I'm willing to listen to every side of an argument before I make my own judgment. + 6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. + 7 | I am horribly, horribly awkward in social situations. + 8 | I'm convinced that people are always trying to steal my secrets. + + d6 | Ideal + 1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) + 2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) + 3 | Logic. Emotions must not cloud our logical thinking. (Lawful) + 4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) + 5 | Power. Knowledge is the path to power and domination. (Evil) + 6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + + d6 | Bond + 1 | It is my duty to protect my students. + 2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. + 3 | I work to preserve a library, university, scriptorium, or monastery. + 4 | My life's work is a series of tomes related to a specific field of lore. + 5 | I've been searching my whole life for the answer to a certain question. + 6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + + d6 | Flaw + 1 | I am easily distracted by the promise of information. + 2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. + 3 | Unlocking an ancient mystery is worth the price of a civilization. + 4 | I overlook obvious solutions in favor of complicated ones. + 5 | I speak without really thinking through my words, invariably insulting others. + 6 | I can't keep a secret to save my life, or anyone else's. + + + + + Grinner + Deception, Performance + + Description + • Skill Proficiencies: Deception, Performance + • Tool Proficiencies: One type of musical instrument, thieves' tools + • Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp + Source: Explorer's Guide to Wildemount + + + Feature: Ballad of the Grinning Fool + Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion. + This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny. + + + Suggested Characteristics + Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny. + d8 | Personality Trait + 1 | I love the spotlight. Everyone, look at me! + 2 | Give me a drink and I'm your friend. + 3 | Talk to me about yourself. I'm a hell of a listener. + 4 | I hate to start fights, but I love to finish them. + 5 | I can't sit still. + 6 | I'm always humming an old tune from my past. + 7 | When I don't have a reason to smile, I'm miserable. + 8 | I'm lucky like you wouldn't believe. + + d6 | Ideal + 1 | Revolution. Tyrants must fall, no matter the cost. (Chaotic) + 2 | Compassion. The only way to make a better world is to perform small kindnesses. (Good) + 3 | Justice. A nation built upon just foundations will uphold freedom for all. (Law) + 4 | Expression. Music, joy, and laughter are the keys to freedom. (Good) + 5 | Self-Determination. People should be free to do as they please. (Chaotic) + 6 | Vigilance. A free people must be carefully taught, lest they be misled. (Neutral) + + d6 | Bond + 1 | I lost someone important to an agent of the Dwendalian Empire. That regime will fall. + 2 | The first people to be hurt by this war will be the common folk. I need to protect them. + 3 | Music helped me through a dark time in my life. Now, I'll use music to change the world. + 4 | I will be known as the greatest spy who ever lived. + 5 | All life is precious to me. I know I can change the world without taking a humanoid life. + 6 | The elite in their ivory towers don't understand how we suffer. I intend to show them. + + d6 | Flaw + 1 | I've never lied once in my life. What? No, I'm not crossing my fingers! + 2 | I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem? + 3 | Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind. + 4 | I can't focus on my mission. I just want to carouse and sing and play! + 5 | Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover? + 6 | I can't afford to trust anyone. Not. Anyone. + + + + + Luxonborn (Acolyte) + Insight, Religion + + Description + • Skill Proficiencies: Insight, Religion + • Languages: Two of your choice + • Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp + Source: Explorer's Guide to Wildemount + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. + You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. + d8 | Personality Trait + 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. + 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. + 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. + 4 | Nothing can shake my optimistic attitude. + 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. + 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. + 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. + 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + + d6 | Ideal + 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) + 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) + 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) + 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) + 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) + 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + + d6 | Bond + 1 | I would die to recover an ancient relic of my faith that was lost long ago. + 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. + 3 | I owe my life to the priest who took me in when my parents died. + 4 | Everything I do is for the common people. + 5 | I will do anything to protect the temple where I served. + 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + + d6 | Flaw + 1 | I judge others harshly, and myself even more severely. + 2 | I put too much trust in those who wield power within my temple's hierarchy. + 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. + 4 | I am inflexible in my thinking. + 5 | I am suspicious of strangers and expect the worst of them. + 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + Myriad Operative (Criminal) + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth + • Tool Proficiencies: One type of gaming set, thieves' tools + • Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp + Source: Explorer's Guide to Wildemount + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. + d8 | Specialty + 1 | Blackmailer + 2 | Burglar + 3 | Enforcer + 4 | Fence + 5 | Highway robber + 6 | Hired killer + 7 | Pickpocket + 8 | Smuggler + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. + d8 | Personality Trait + 1 | I always have a plan for when things go wrong. + 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. + 3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. + 4 | I would rather make a new friend than a new enemy. + 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. + 6 | I don't pay attention to the risks in a situation. Never tell me the odds. + 7 | The best way to get me to do something is to tell me I can't do it. + 8 | I blow up at the slightest insult. + + d6 | Ideal + 1 | Honor. I don't steal from others in the trade. (Lawful) + 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) + 3 | Charity. I steal from the wealthy so that I can help people in need. (Good) + 4 | Greed. I will do whatever it takes to become wealthy. (Evil) + 5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) + 6 | Redemption. There's a spark of good in everyone. (Good) + + d6 | Bond + 1 | I'm trying to pay off an old debt I owe to a generous benefactor. + 2 | My ill-gotten gains go to support my family. + 3 | Something important was taken from me, and I aim to steal it back. + 4 | I will become the greatest thief that ever lived. + 5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. + 6 | Someone I loved died because of a mistake I made. That will never happen again. + + d6 | Flaw + 1 | When I see something valuable, I can't think about anything but how to steal it. + 2 | When faced with a choice between money and my friends, I usually choose the money. + 3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. + 4 | I have a 'tell' that reveals when I'm lying. + 5 | I turn tail and run when things look bad. + 6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + Revelry Pirate (Sailor) + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception + • Tool Proficiencies: Navigator's tools, vehicles (water) + • Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp + Source: Explorer's Guide to Wildemount + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. + d8 | Personality Trait + 1 | My friends know they can rely on me, no matter what. + 2 | I work hard so that I can play hard when the work is done. + 3 | I enjoy sailing into new ports and making new friends over a flagon of ale. + 4 | I stretch the truth for the sake of a good story. + 5 | To me, a tavern brawl is a nice way to get to know a new city. + 6 | I never pass up a friendly wager. + 7 | My language is as foul as an otyugh nest. + 8 | I like a job well done, especially if I can convince someone else to do it. + + d6 | Ideal + 1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) + 2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) + 3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) + 4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) + 5 | People. I'm committed to my crewmates, not to ideals. (Neutral) + 6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + + d6 | Bond + 1 | I'm loyal to my captain first, everything else second. + 2 | The ship is most important—crewmates and captains come and go. + 3 | I'll always remember my first ship. + 4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. + 5 | I was cheated out of my fair share of the profits, and I want to get my due. + 6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + + d6 | Flaw + 1 | I follow orders, even if I think they're wrong. + 2 | I'll say anything to avoid having to do extra work. + 3 | Once someone questions my courage, I never back down no matter how dangerous the situation. + 4 | Once I start drinking, it's hard for me to stop. + 5 | I can't help but pocket loose coins and other trinkets I come across. + 6 | My pride will probably lead to my destruction. + + + + + Volstrucker Agent + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth + • Tool Proficiencies: Poisoner's kit + • Languages: One of your choice + • Equipment: A set of common clothes, a black cloak with a hood, a poisoner's kit, and a pouch containing 10 gp + Source: Explorer's Guide to Wildemount + + + Feature: Shadow Network + You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to. + The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page. + + + Suggested Characteristics + Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom. + d6 | Personality Trait + 1 | I prefer to keep my thoughts to myself. + 2 | I indulge vice in excess to quiet my conscience. + 3 | I've left emotion behind me. I'm now perfectly placid. + 4 | Some event from the past keeps worming its way into my mind, making me restless. + 5 | I always keep my word—except when I'm commanded to break it. + 6 | I laugh off insults and never take them personally. + + d6 | Ideal + 1 | Order. The will of the crown is absolute. (Law) + 2 | True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law) + 3 | Death. The penalty for disloyalty is death. (Evil) + 4 | Determination. I cannot fail. Not ever. (Neutral) + 5 | Fear. People should not respect power. They should fear it. (Evil) + 6 | Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any) + + d4 | Bond + 1 | The job is all that matters. I will see it through. + 2 | My orders are important, but my comrades are worth more than anything. I would die for them. + 3 | Everything I've done, I've done to protect someone close to me. + 4 | If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost. + + d4 | Flaw + 1 | I drink to dull the pain in the back of my head. + 2 | I go a bit mad when I see blood. + 3 | I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts. + 4 | Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am. + + + + + + + Dark Star + 8 + EV + NO + + 150 feet + V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes) + Concentration, up to 1 minute + Wizard (Chronurgy), Wizard (Graviturgy) + This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. + For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. + Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. + Source: Explorer's Guide to Wildemount p. 186 + 8d10 + + + Fortune's Favor + 2 + D + NO + + Touch + V, S, M (a white pearl worth at least 100 gp, which the spell consumes) + 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. + If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. + + At Higher Levels: + When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. + Source: Explorer's Guide to Wildemount p. 186 + + + Gift of Alacrity + 1 + D + NO + + Touch + V, S + 8 hours + Wizard (Chronurgy), Wizard (Graviturgy) + You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. + Source: Explorer's Guide to Wildemount p. 186 + 1d8 + + + Gravity Fissure + 6 + EV + NO + + Self (100-foot line) + V, S, M (a fistful of iron filings) + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. + Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. + At Higher Levels: + When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. + Source: Explorer's Guide to Wildemount p. 187 + 8d8 + 9d8 + 10d8 + 11d8 + + + Gravity Sinkhole + 4 + EV + NO + + 120 feet + V, S, M (a black marble) + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. + + At Higher Levels: + When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. + Source: Explorer's Guide to Wildemount p. 187 + 5d10 + 6d10 + 7d10 + 8d10 + 9d10 + 10d10 + + + Immovable Object + 2 + T + NO + + Touch + V, S, M (gold dust worth at least 25 gp, which the spell consumes) + 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. + If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. + + At Higher Levels: + If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. + Source: Explorer's Guide to Wildemount p. 187 + + + Magnify Gravity + 1 + T + NO + + 60 feet + V, S + 1 round + Wizard (Chronurgy), Wizard (Graviturgy) + The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. + Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. + + At Higher Levels: + When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + Source: Explorer's Guide to Wildemount p. 188 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + 8d8 + 9d8 + 10d8 + + + Pulse Wave + 3 + EV + NO + + Self (30-foot cone) + V, S + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. + In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. + Source: Explorer's Guide to Wildemount p. 188 + 1d6 + + + Ravenous Void + 9 + EV + NO + + 1000 feet + V, S, M (a small, nine-pointed star made of iron) + Concentration, up to 1 minute + Wizard (Chronurgy), Wizard (Graviturgy) + You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. + When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible. + A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying. + Source: Explorer's Guide to Wildemount p. 188 + 5d10 + + + Reality Break + 8 + C + NO + + 60 feet + V, S, M (a crystal prism) + Concentration, up to 1 minute + Wizard (Chronurgy), Wizard (Graviturgy) + You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. + At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. + + d10 | Effect + 1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. + 3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. + 6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. + 9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn. + Source: Explorer's Guide to Wildemount p. 189 + 6d12 + 8d12 + 10d12 + + + Sapping Sting + 0 + N + NO + + 30 feet + V, S + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + 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). + Source: Explorer's Guide to Wildemount p. 189 + 1d4 + 2d4 + 3d4 + 4d4 + + + Temporal Shunt + 5 + T + NO + + 120 feet + V, S + 1 round + Wizard (Chronurgy), Wizard (Graviturgy) + You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. + + At Higher Levels: + When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other. + Source: Explorer's Guide to Wildemount p. 189 + + + Tether Essence + 7 + N + NO + + 60 feet + V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) + Concentration, up to 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both. + Source: Explorer's Guide to Wildemount p. 189 + + + Time Ravage + 9 + N + NO + + 90 feet + V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) + Instantaneous + Wizard (Chronurgy), Wizard (Graviturgy) + You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age. + Source: Explorer's Guide to Wildemount p. 189 + 10d12 + + + Wristpocket + 2 + C + YES + + Self + S + Concentration, up to 1 hour + Wizard (Chronurgy), Wizard (Graviturgy) + You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. + Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. + Source: Explorer's Guide to Wildemount p. 190 + + + + + + Aeorian Absorber + L + monstrosity + Neutral Evil + 15 (natural armor) + 171 (18d10+72) + walk 40 ft. + 21 + 18 + 18 + 6 + 14 + 8 + Wis +6, Cha +3 + Perception +6, Stealth +8, Survival +6 + 16 + understands Draconic but can't speak + 10 + + necrotic, radiant + + + darkvision 120 ft. + + Magic Resistance + The absorber has advantage on saving throws against spells and other magical effects. + + + Pounce + If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action. + + + Multiattack + The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage. + Bite|9|1d10+5 + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage. + Claws|9|1d6+5 + + + Mind Bolt + Ranged Spell Attack: +8 to hit, range 120 ft., one creature. 22 (4d10) psychic damage. + Mind Bolt|8|4d10 + + + Tail Ray + When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage. + + Source: Explorer's Guide to Wildemount p. 283 + + + + Aeorian Nullifier + L + monstrosity + Neutral Evil + 17 (natural armor) + 180 (19d10+76) + walk 40 ft. + 19 + 14 + 18 + 7 + 14 + 18 + Wis +6, Cha +8 + Perception +6, Survival +6 + 16 + understands Draconic but can't speak + 12 + + necrotic, radiant + + + darkvision 120 ft. + + Horrid Gnashing + The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn: + 1-4: The creature is stunned until the end of the turn. + 5-6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier. + 7-8: The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing. + + + Magic Resistance + The nullifier has advantage on saving throws against spells and other magical effects. + + + Multiattack + The nullifier makes three attacks: one with its bites and two with its claws. + + + Bites + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage. + Bites|8|2d12+4 + + + Claws + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it's a creature. The nullifier has two claws, each of which can grapple one creature. + Claws|8|2d6+4 + + + Counterspell + The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect. + + + Innate Spellcasting + The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: counterspell (see "Reactions" below), detect magic, dispel magic, see invisibility + 1/day: antimagic field + + counterspell, detect magic, dispel magic, see invisibility, antimagic field + Source: Explorer's Guide to Wildemount p. 283 + + + + Aeorian Reverser + L + monstrosity + Neutral Evil + 15 (natural armor) + 133 (14d10+56) + walk 40 ft., climb 40 ft. + 21 + 16 + 18 + 6 + 14 + 8 + Wis +5, Cha +2 + Perception +5, Stealth +6, Survival +5 + 15 + understands Draconic but can't speak + 8 + + necrotic, radiant + + + darkvision 120 ft. + + Magic Resistance + The reverser has advantage on saving throws against spells and other magical effects. + + + Multiattack + The reverser makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, range 5 ft., one creature. 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage. + Bite|8|1d12+5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage. + Claws|8|1d6+5 + + + Reversal + When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature. + + Source: Explorer's Guide to Wildemount p. 284 + + + + Allowak Abominable Yeti + H + monstrosity + Chaotic Evil + 15 (natural armor) + 137 (11d12+66) + walk 40 ft., climb 40 ft. + 24 + 10 + 22 + 9 + 13 + 9 + + Perception +5, Stealth +4 + 15 + Yeti + 9 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. + Claw|11|2d6+7 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. + + + Cold Breath (Recharge 6) + The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + + Source: Explorer's Guide to Wildemount p. 126 + arctic + + + Allowak Yeti + L + monstrosity + Chaotic Evil + 12 (natural armor) + 51 (6d10+18) + walk 40 ft., climb 40 ft. + 18 + 13 + 16 + 8 + 12 + 7 + + Perception +3, Stealth +3 + 13 + Yeti + 3 + + cold + + + darkvision 60 ft. + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. + Claw|6|1d6+4 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. + + Source: Explorer's Guide to Wildemount p. 126 + arctic + + + Animated Knife + T + construct + Unaligned + 17 (natural armor) + 12 (5d4) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The knife is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the knife must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the knife remains motionless and isn't flying, it is indistinguishable from a normal knife. + + + Longknife + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longknife|3|1d8+1 + + Source: Explorer's Guide to Wildemount p. 248 + + + + Animated Tree + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing, necrotic, radiant + + fire + + + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The tree deals double damage to objects and structures. + + + Multiattack + The tree makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|10|4d10+6 + + + Animate Trees (1/Day) + The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a tree, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the tree. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from the tree; or until the tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + Source: Explorer's Guide to Wildemount p. 130 + forest + + + Blood Hunter + M + humanoid (any race) + Any alignment + 16 (half plate armor) + 65 (10d8+20) + walk 30 ft. + 18 + 12 + 15 + 9 + 16 + 11 + Str +7, Wis +6 + Acrobatics +4, Insight +6, Perception +6 + 16 + any one language (usually Common) + 5 + + + + + darkvision 60 ft. + + Blood Curse of Binding (1/Day) + As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Blood Frenzy + The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Magic Resistance + The blood hunter has advantage on saving throws against spells and other magical effects. + + + Multiattack + The blood hunter attacks twice with a weapon. + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. + Greatsword|7|2d6+4 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage. + Heavy Crossbow|4|1d10+1 + + + Innate Spellcasting (1/Day) + The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence. + At will: hex + + hex + Source: Explorer's Guide to Wildemount p. 284 + + + + Bol'bara + S + humanoid (goblinoid) + Chaotic Good + 13 (leather armor, 15 with mage armor) + 40 (9d6+9) + walk 30 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + + 11 + Common, Goblin + 3 + + + + + darkvision 60 ft. + + Dark One's Blessing + When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points. + + + Nimble Escape + Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns. + + + Possessed Alignment + When Bol'bara is fully possessed, her alignment becomes Chaotic Evil. + + + Multiattack + Bol'bara makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4+2 + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +4 to hit, range 120 ft., one creature. 7 (1d10 + 2) force damage. + Eldritch Blast (Cantrip)|4|1d10+2 + + + The humanoid (goblinoid) can take 2 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 humanoid (goblinoid) regains spent legendary actions at the start of its turn. + + + Incorporeal Dash + Bol'bara moves up to her speed. She can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Zone of Calamity (Costs 2 Actions) + A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 12). The sphere lasts as long as Bol'bara maintains concentration, up to 1 minute (as if concentrating on a spell). + + + Innate Spellcasting + Bol'bara's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: eldritch blast, false life, mage armor, mage hand + 1/day each: charm person, hex, hold person, invisibility + + eldritch blast, false life, mage armor, mage hand, charm person, hex, hold person, invisibility + Source: Explorer's Guide to Wildemount p. 261 + + + + Bristled Moorbounder + L + beast + Unaligned + 15 (natural armor) + 52 (7d10+14) + walk 70 ft. + 18 + 14 + 14 + 2 + 13 + 5 + + + 11 + + 3 + + + + + darkvision 60 ft. + + Bladed Hide + At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it. + + + Standing Leap + The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. + + + Multiattack + The moorbounder makes two attacks: one with its blades and one with its claws. + + + Blades + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage. + Blades|6|2d6+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d4 + 4) slashing damage. + Claws|6|4d4+4 + + Source: Explorer's Guide to Wildemount p. 295 + + + + Core Spawn Crawler + S + aberration + Chaotic Evil + 12 + 21 (6d6) + walk 30 ft. + 7 + 14 + 10 + 9 + 12 + 6 + + Perception +5 + 15 + understands Deep Speech but can't speak + 1 + + psychic + + blinded + blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft. + + Pack Tactics + The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The crawler makes four attacks: one with its bite, two with its claws, and one with its tail. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn. + Bite|4|1d4+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 4 (1d4 + 2) slashing damage. + Claws|4|1d4+2 + + + Tail + Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 5 (1d6 + 2) piercing damage. + Tail|4|1d6+2 + + Source: Explorer's Guide to Wildemount p. 286 + + + + Core Spawn Emissary + M + aberration + Chaotic Evil + 15 (natural armor) + 102 (12d8+48) + walk 40 ft., fly 60 ft. + 17 + 15 + 18 + 8 + 13 + 8 + Dex +5, Wis +4, Cha +2 + Perception +4 + 14 + telepathy 120 ft., understands Deep Speech but can't speak + 6 + + psychic + + blinded + blindsight 30 ft., tremorsense 60 ft. + + Magic Resistance + The emissary has advantage on saving throws against spells and other magical effects. + + + Multiattack + The emissary makes three talons attacks. + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 14 (2d10 + 3) slashing damage. + Talons|6|2d10+3 + + + Alluring Thrum (Recharges 5-6) + The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed 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. + + + Crystal Spores (Recharge 6) + A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Explorer's Guide to Wildemount p. 286 + + + + Core Spawn Seer + M + aberration + Chaotic Evil + 17 (natural armor) + 153 (18d8+72) + walk 30 ft. + 14 + 12 + 18 + 22 + 19 + 16 + Dex +6, Int +11, Wis +9, Cha +8 + Perception +9 + 19 + Common, Deep Speech, telepathy 120 ft., Undercommon + 13 + + psychic + + charmed, frightened + blindsight 60 ft., tremorsense 60 ft. + + Earth Glide + The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through. + + + Magic Resistance + The seer has advantage on saving throws against spells and other magical effects. + + + Multiattack + The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once. + + + Fission Staff + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone. + Fission Staff|8|1d6+6 + + + Psychedelic Orb + The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned. + + + Fuse Damage + When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage. + + Source: Explorer's Guide to Wildemount p. 286 + + + + Core Spawn Worm + G + aberration + Chaotic Evil + 18 (natural armor) + 279 (18d20+90) + walk 60 ft., burrow 40 ft. + 26 + 5 + 20 + 6 + 8 + 4 + Con +10, Wis +4 + Perception +4 + 14 + understands Deep Speech but can't speak + 15 + + fire, psychic + cold + charmed, frightened + blindsight 30 ft., tremorsense 60 ft. + + Illumination + The worm sheds dim light in a 20-foot radius. + + + Radiant Mirror + If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well. + + + Tunneler + The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two attacks: one with its barbed tentacles and one with its bite. + + + Barbed Tentacles + Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time. + Barbed Tentacles|13|5d6+8 + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns. + Bite|13|5d8+8 + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + Source: Explorer's Guide to Wildemount p. 287 + + + + Damaged Flesh Golem + M + construct + Neutral + 9 + 5 (11d8+44) + walk 30 ft. + 19 + 9 + 18 + 6 + 10 + 5 + + + 10 + understands the languages of its creator but can't speak + 5 + + lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + + Berserk + Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + + + Aversion of Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Slam|7|2d8+4 + + Source: Explorer's Guide to Wildemount p. 248 + + + + Ferol Sal + M + undead + Neutral Evil + 14 (studded leather armor) + 45 (6d8+18) + walk 30 ft. + 15 + 14 + 16 + 10 + 13 + 15 + + Perception +3, Stealth +4 + 13 + the languages it knew in life + 3 + necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + poison + + exhaustion, poisoned + darkvision 60 ft. + + Sunlight Sensitivity + While in sunlight, Ferol has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + Ferol makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|4|1d6+2 + A humanoid slain by this attack rises 24 hours later as a zombie under Ferol's control, unless the humanoid is restored to life or its body is destroyed. Ferol can have no more than twelve zombies under its control at one time. + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. + Longsword|4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage. + Longbow|4|1d8+2 + + Source: Explorer's Guide to Wildemount p. 249 + underdark, swamp, urban, desert + + + Frost Giant Zombie + H + undead + Neutral Evil + 15 (patchwork armor) + 138 (12d12+60) + walk 40 ft. + 23 + 6 + 21 + 3 + 6 + 5 + Wis +2 + + 8 + understands Giant but can't speak + 9 + + cold, poison + + poisoned + darkvision 60 ft. + + Numbing Aura + Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn. + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes two weapon attacks. + + + Greataxe + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. + Greataxe|10|3d12+6 + + + Hurl Rock + Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Hurl Rock|10|4d10+6 + + + Freezing Stare + The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn. + + Source: Explorer's Guide to Wildemount p. 288 + + + + Frost Worm + G + monstrosity + Unaligned + 18 (natural armor) + 264 (16d20+96) + walk 40 ft., burrow 30 ft. + 28 + 8 + 22 + 1 + 5 + 5 + Con +12, Wis +3 + + 7 + + 17 + + cold + fire + + blindsight 30 ft., tremorsense 60 ft. + + Freezing Body + A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. + + + Death Burst + When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw. + + + Tunneler + The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two bite attacks, or uses its Trill and makes a bite attack. + + + Bite + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm's turns. + Bite|15|3d8+9 + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. + + + Trill + The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect. + + Source: Explorer's Guide to Wildemount p. 289 + + + + Gearkeeper Construct + L + construct + Unaligned + 18 (natural armor) + 161 (17d10+68) + walk 60 ft. + 20 + 16 + 18 + 3 + 11 + 1 + + + 10 + understands the languages of its creator but can't speak + 10 + bludgeoning, piercing, slashing from nonmagical attacks + fire, poison, psychic + + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 120 ft. + + Immutable Form + The gearkeeper is immune to any spell or effect that would alter its form. + + + Rapid Shifting + Opportunity attacks made against the gearkeeper have disadvantage. + + + Whirling Blades + Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage. + + + Multiattack + The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack. + + + Arm Blade + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 18 (3d8 + 5) slashing damage. + Arm Blade|9|3d8+5 + + + Spear Launcher + Ranged Weapon Attack: +9 to hit, range 90 ft., one target. 12 (2d6 + 5) piercing damage, and the target is knocked prone. + Spear Launcher|9|2d6+5 + + + Shrapnel Blast (Recharge 6) + The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. + + Source: Explorer's Guide to Wildemount p. 290 + + + + Gloomstalker + L + monstrosity + Neutral Evil + 15 (natural armor) + 90 (12d10+24) + walk 40 ft., fly 80 ft. + 22 + 16 + 14 + 5 + 17 + 14 + Str +9, Dex +6 + Athletics +9, Intimidation +5, Perception +6, Stealth +6 + 16 + understands Common but can't speak + 6 + + + radiant + + darkvision 240 ft + + Shadowstep + As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see. + + + Sunlight Sensitivity + While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The gloomstalker makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. + Bite|9|2d8+6 + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. + Claws|9|2d6+6 + + + Snatch + Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained. + Snatch|9|2d6+6 + + + Shriek (Recharge 6) + The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn. + + Source: Explorer's Guide to Wildemount p. 291 + + + + Guardian Wolf + H + monstrosity + Unaligned + 14 (natural armor) + 66 (7d12+21) + walk 60 ft. + 22 + 14 + 16 + 5 + 12 + 8 + + Perception +5, Stealth +4 + 15 + Common, Elvish + 4 + + + + + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The wolf makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + Bite|8|1d10+6 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage. + Claws|8|2d8+6 + + Source: Explorer's Guide to Wildemount p. 272 + + + + Horizonback Tortoise + G + monstrosity + Unaligned + 17 (natural armor, 22 while in its shell) + 227 (13d20+91) + walk 20 ft. + 28 + 3 + 25 + 4 + 10 + 5 + Str +12, Con +10 + + 10 + understands Goblin but can't speak + 7 + + poison + + poisoned + darkvision 60 ft + + Amphibious + The tortoise can breathe air and water. + + + Massive Frame + The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not prone. + Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage. + Bite|12|3d12+9 + + + Shell Defense (Recharge 4-6) + The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone. + + Source: Explorer's Guide to Wildemount p. 292 + + + + Hulil Lutan + M + humanoid (dwarf) + Any Non-Good Alignment + 13 (leather armor) + 33 (6d8+6) + walk 25 ft. + 11 + 14 + 12 + 10 + 13 + 14 + + Deception +4, Persuasion +4, Religion +2 + 11 + any one language (usually Common), Dwarvish + 2 + + + + + darkvision 60 ft. + + Dark Devotion + Hulil has advantage on saving throws against being charmed or frightened. + + + Dwarven Resilience + Hulil has advantage on saving throws against poison, and has resistance against poison damage. + + + Multiattack + Hulil makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage. + Dagger|4|1d4+2 + + + Spellcasting + Hulil is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Hulil has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): command, inflict wounds, shield of faith + • 2nd level (3 slots): hold person, spiritual weapon + + 4, 3 + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + Source: Explorer's Guide to Wildemount p. 240 + + + + Husk Zombie + M + undead + Neutral Evil + 10 + 37 (5d8+15) + walk 35 ft. + 16 + 10 + 16 + 3 + 6 + 5 + Con +5, Wis +0 + + 8 + understands the languages it knew in life but can't speak + 1 + + poison + + poisoned + darkvision 60 ft. + + Curse of the Husk + A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Multiattack + The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Claw|5|1d6+3 + + + Variant: Husk Zombie Bursters + Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option: + + + Burst + The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute. + + Source: Explorer's Guide to Wildemount p. 293 + + + + Ishel + M + humanoid (elf) + Neutral Evil + 15 (chain shirt) + 24 (3d8) + walk 30 ft. + 10 + 14 + 10 + 11 + 11 + 12 + + Perception +2, Stealth +4 + 12 + Elvish, Undercommon + 1/4 + + + + + darkvision 120 ft. + + Fey Ancestry + Ishel has advantage on saving throws against being charmed, and magic can't put Ishel to sleep. + + + Sunlight Sensitivity + While in sunlight, Ishel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + Hand Crossbow|4|1d6+2 + + + Variant: Drow Magic Armor and Weapons + Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. +A drow wearing a chain shirt +1 and carrying a shortsword +1 has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks. + + + Innate Spellcasting + Ishel's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + dancing lights, darkness, faerie fire + Source: Explorer's Guide to Wildemount p. 231 + underdark + + + Karkethzerethzerus, the Sable Despoiler + G + dragon + Lawful Good + 22 (natural armor) + 487 (25d20+225) + walk 40 ft., fly 80 ft. + 30 + 10 + 29 + 18 + 15 + 23 + Dex +7, Con +16, Wis +9, Cha +13 + Arcana +11, History +11, Perception +16, Stealth +2 + 26 + Common, Draconic + 23 + necrotic + cold + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage. + Bite|17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage. + Tail|17|2d8+10 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Necrotic Breath.The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one. +Paralyzing Breath.The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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. + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). + In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + Lair Actions + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. + • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. + + + Regional Effects + The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects. + • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. + • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. + • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. + If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. + + Source: Explorer's Guide to Wildemount p. 158 + mountain, urban + + + Kobold Underling + S + humanoid (kobold) + Lawful Evil + 13 + 7 (3d6-3) + walk 30 ft. + 7 + 16 + 9 + 8 + 9 + 8 + + + 9 + Common, Draconic + 1/8 + + + + + darkvision 60 ft. + + Messy End + The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a DC 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on a failed save, or half as much damage on a successful one. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6+3 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage. + Hand Crossbow|5|1d6+3 + + Source: Explorer's Guide to Wildemount p. 221 + + + + Merrow Shallowpriest + L + monstrosity + Chaotic Evil + 15 (natural armor) + 75 (10d10+20) + walk 10 ft., swim 40 ft. + 18 + 14 + 15 + 11 + 16 + 9 + + + 13 + Abyssal, Aquan + 4 + + + + + darkvision 60 ft. + + Amphibious + The merrow can breathe air and water. + + + Harpoon + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer. + Harpoon|6|2d6+4 + + + Lightning Bolt (3rd-Level Spell; Requires a Spell Slot) + The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. + + + Spellcasting + The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared: + Cantrips (at will): druidcraft, minor illusion, shocking grasp + • 1st level (4 slots): cure wounds, fog cloud, thunderwave + • 2nd level (3 slots): hold person, mirror image, misty step + • 3rd level (3 slots): dispel magic, lightning bolt (see "Actions" below), sleet storm + + 4, 3, 3 + druidcraft, minor illusion, shocking grasp, cure wounds, fog cloud, thunderwave, hold person, mirror image, misty step, dispel magic, lightning bolt, sleet storm + Source: Explorer's Guide to Wildemount p. 294 + + + + Moorbounder + L + beast + Unaligned + 13 (natural armor) + 30 (4d10+8) + walk 70 ft. + 18 + 14 + 14 + 2 + 13 + 5 + + + 11 + + 1 + + + + + darkvision 60 ft. + + Standing Leap + The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d4 + 4) slashing damage. + Claws|6|4d4+4 + + Source: Explorer's Guide to Wildemount p. 295 + + + + Mossback Steward + G + monstrosity + Unaligned + 17 (natural armor, 22 while in its shell) + 227 (13d20+91) + walk 20 ft. + 28 + 3 + 25 + 4 + 10 + 5 + Str +12, Con +10 + + 10 + understands Goblin but can't speak + 7 + + poison + + poisoned + darkvision 60 ft + + Amphibious + Mossback Steward can breathe air and water. + + + Massive Frame + Mossback Steward can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath Mossback Steward while it's not prone. + Any creature under Mossback Steward when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage. + Bite|12|3d12+9 + + + Shell Defense (Recharge 4-6) + Mossback Steward withdraws into its shell, falls prone, and gains a +5 bonus to AC. While Mossback Steward is in its shell, its speed is 0 and can't increase. Mossback Steward can emerge from its shell as an action, whereupon it is no longer prone. + + Source: Explorer's Guide to Wildemount p. 256 + + + + Nergaliid + L + fiend (devil) + Lawful Evil + 12 (natural armor) + 42 (4d10+20) + walk 30 ft. + 18 + 12 + 20 + 12 + 10 + 12 + + Deception +5, Perception +2, Stealth +5 + 12 + Common, Infernal + 3 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Shadow Stealth + While in dim light or darkness, the nergaliid can take the Hide action as a bonus action. + + + Standing Leap + The nergaliid's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bite|6|2d8+4 + + + Tongue Lash + Melee Weapon Attack: +6 to hit, reach 20 ft., one target. 10 (1d12 + 4) bludgeoning damage. + Tongue Lash|6|1d12+4 + + + Siphon Life (Recharge 4-6) + The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie (see earlier in this chapter). + + Source: Explorer's Guide to Wildemount p. 296 + + + + Ogre Lord Buhfal II + L + giant + Chaotic Evil + 11 (hide armor) + 59 (7d10+21) + walk 40 ft. + 19 + 8 + 16 + 5 + 7 + 7 + + + 8 + Common, Giant + 2 + + + + + darkvision 60 ft. + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage. + Greatclub|6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage. + Javelin|6|2d6+4 + + Source: Explorer's Guide to Wildemount p. 251 + grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain + + + Old Croaker + L + beast + Unaligned + 11 + 39 (6d10+6) + walk 20 ft., swim 40 ft. + 15 + 13 + 13 + 2 + 10 + 3 + + + 10 + + 1 + + + + + darkvision 30 ft. + + Amphibious + Old Croaker can breathe air and water + + + Standing Leap + Old Croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and Old Croaker can't bite another target. + Bite|4|1d10+2 + + + Swallow + Old Croaker makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Old Croaker, and it takes 10 (3d6) acid damage at the start of each of Old Croaker's turns. Old Croaker can have only one target swallowed at a time. + If Old Croaker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + Source: Explorer's Guide to Wildemount p. 240 + underdark, forest, swamp, desert, coastal + + + Oracs the Enduring + G + undead + Chaotic Evil + 22 (natural armor) + 367 (21d20+147) + walk 40 ft., fly 80 ft., swim 40 ft. + 27 + 14 + 25 + 16 + 15 + 19 + Dex +9, Con +14, Wis +9, Cha +11 + Perception +16, Stealth +9 + 26 + Common, Draconic + 21 + necrotic + acid, poison + + charmed, frightened, paralyzed, poisoned, exhaustion + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If the dracolich fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dracolich has advantage on saving throws against spells and other magical effects. + + + Multiattack + The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. + Bite|15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|15|2d8+8 + + + Frightful Presence + Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become 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 dracolich's Frightful Presence for the next 24 hours. + + + Acid Breath (Recharge 5-6) + The dracolich exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + + + The undead 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 undead regains spent legendary actions at the start of its turn. + + + Detect + The dracolich makes a Wisdom (Perception) check. + + + Tail Attack + The dracolich makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed. + + + Lair Actions + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: + • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. + • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. + • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. + + + Regional Effects + The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. + • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. + • Fog lightly obscures the land within 6 miles of the lair. + If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. + + Source: Explorer's Guide to Wildemount p. 154 + swamp + + + Parson Pellinost + M + humanoid (any race) + Any alignment + 13 (chain shirt) + 27 (5d8+5) + walk 30 ft. + 10 + 10 + 12 + 13 + 16 + 13 + + Medicine +7, Persuasion +3, Religion +5 + 13 + any two languages + 2 + + + + + + + Divine Eminence + As a bonus action, Pellinost can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Pellinost expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage. + Mace|2|1d6 + + + Spellcasting + Pellinost is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Pellinost has the following cleric spells prepared: + Cantrips (at will): light, sacred flame, thaumaturgy + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + • 2nd level (3 slots): lesser restoration, spiritual weapon + • 3rd level (2 slots): dispel magic, spirit guardians + + 4, 3, 2 + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + Source: Explorer's Guide to Wildemount p. 261 + + + + Raegrin Mau + M + humanoid (elf) + Any Non-Good Alignment + 12 (leather armor) + 9 (2d8) + walk 35 ft. + 11 + 12 + 10 + 10 + 11 + 10 + + Deception +2, Religion +2, Perception +1 + 10 + any one language (usually Common), Elvish + 1/8 + + + + + darkvision 60 ft. + + Dark Devotion + Raegrin has advantage on saving throws against being charmed or frightened. + + + Fey Ancestry + Raegrin has advantage on saving throws against being charmed, and magic can't put Raegrin to sleep. + + + Mask of the Wild + Raegrin can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage. + Scimitar|3|1d6+1 + + Source: Explorer's Guide to Wildemount p. 240 + + + + Sahuagin Warlock of Uk'otoa + M + humanoid (sahuagin) + Neutral Evil + 14 (natural armor) + 22 (5d8) + walk 30 ft., swim 40 ft. + 14 + 10 + 11 + 8 + 8 + 16 + + Arcana +1, Persuasion +5 + 9 + Common, Sahuagin + 3 + + + + + darkvision 120 ft. + + Blood Frenzy + The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + 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. + + + 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. 4 (1d4 + 2) piercing damage. + Bite|4|1d4+2 + + + Sword of Fathoms + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 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. + Sword of Fathoms|4|1d10+2 + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +5 to hit, range 120 ft., one creature. 5 (1d10) force damage. + Eldritch Blast (Cantrip)|5|1d10 + + + 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: + + + Retribution (3/Day) + When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. + + + 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 + + eldritch blast, minor illusion, armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar + Source: Explorer's Guide to Wildemount p. 297 + + + + Sea Fury + M + fey + Chaotic Evil + 14 (natural armor) + 105 (14d8+42) + walk 30 ft., swim 50 ft. + 19 + 15 + 16 + 12 + 12 + 18 + + Deception +8, Insight +5, Perception +5, Stealth +6 + 15 + Aquan, Common, Giant + 12 + + cold, fire, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + paralyzed, poisoned + darkvision 120 ft. + + Amphibious + The sea fury can breathe air and water. + + + Legendary Resistance (3/Day) + If the sea fury fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The sea fury has advantage on saving throws against spells and other magical effects. + + + Multiattack + The sea fury makes two attacks with its claws. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws|8|2d8+4 + + + Death Glare + The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points. + + + The fey 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 fey regains spent legendary actions at the start of its turn. + + + As Water + The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or restrained. It reverts to its true form at the end of this movement. + + + Fearsome Apparition (Costs 2 Actions) + The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn. + + + Conjure Snakes (Costs 3 Actions) + The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time. + + + Lair Actions + A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks. + On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row: + • Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured. + • The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course. + • The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands. + + + Regional Effects + The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects: + • Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind. + • Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it. + • Ordinary crab and octopus within 1 mile of the lair grow in size to become giant crab and giant octopus, respectively. These creatures serve the sea fury as spies and guards. + + + Innate Spellcasting + The sea fury'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: witch bolt + 1/day each: bestow curse, fear, thunderwave + + witch bolt, bestow curse, fear, thunderwave + Source: Explorer's Guide to Wildemount p. 299 + + + + Shadowghast + M + undead + Chaotic Evil + 15 + 49 (9d8+9) + walk 35 ft. + 14 + 20 + 12 + 12 + 11 + 8 + + Perception +3, Stealth +8 + 13 + + 5 + necrotic + poison + + charmed, exhaustion, poisoned + darkvision 60 ft. + + Stench + Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours. + + + Shadow Stealth + While in dim light or darkness, the shadowghast can take the Hide action as a bonus action. + + + Multiattack + The shadowghast makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage. + Bite|8|2d8+2 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|8|2d6+5 + + Source: Explorer's Guide to Wildemount p. 299 + + + + Sharkbody Abomination + L + beast + Unaligned + 12 (natural armor) + 45 (6d10+12) + swim 40 ft. + 18 + 13 + 15 + 1 + 10 + 4 + + Perception +2 + 12 + + 2 + + + + + blindsight 30 ft. + + Blood Frenzy + The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The abomination can breathe only underwater. + + + Limited Amphibiousness + The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage. + Bite|6|2d8+4 + + Source: Explorer's Guide to Wildemount p. 215 + underwater + + + Sken Zabriss + M + humanoid (goliath) + Lawful Evil + 16 (breastplate, shield) + 45 (7d8+14) + walk 30 ft. + 16 + 11 + 15 + 13 + 10 + 12 + + + 10 + Common, Draconic, Giant + 1 + + + + + + + Powerful Build + Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift. + + + Special Equipment + Sken wears a ring of obscuring. With it, she can cast the fog cloud spell centered on herself three times per day. The cloud lasts for 1 minute (no concentration required). + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. + Longsword|5|1d8+3 + + + Stone's Endurance (Recharges after a Short or Long Rest) + When Sken takes damage, she can use her reaction to reduce the damage taken by 8 (1d12 + 2). + + Source: Explorer's Guide to Wildemount p. 221 + + + + Skr'a S'orsk + M + humanoid (lizardfolk) + Neutral + 13 (natural armor) + 27 (5d8+5) + walk 30 ft., swim 30 ft. + 15 + 10 + 13 + 10 + 15 + 8 + + Perception +4, Stealth +4, Survival +6 + 14 + Draconic + 2 + + + + + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Multiattack (Lizardfolk Form Only) + The lizardfolk makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If Skr'a S'orsk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Skr'a S'orsk can't bite another target. If Skr'a S'orsk reverts to its true form, the grapple ends. + Bite|4|1d6+2 + + + Claws (Lizardfolk Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage. + Claws (Lizardfolk Form Only)|4|1d4+2 + + + Change Shape (Recharges after a Short or Long Rest) + The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Spellcasting (Lizardfolk Form Only) + The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: + Cantrips (at will): druidcraft, produce flame, thorn whip + • 1st level (4 slots): entangle, fog cloud + • 2nd level (3 slots): heat metal, spike growth + • 3rd level (2 slots): conjure animals (reptiles only), plant growth + + 4, 3, 2 + druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth + Source: Explorer's Guide to Wildemount p. 254 + forest, swamp + + + Swarm of Undead Snakes + M + swarm of Medium beasts + Unaligned + 14 + 36 (8d8) + walk 30 ft., swim 30 ft. + 8 + 18 + 11 + 1 + 10 + 3 + + + 10 + + 2 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, poisoned + blindsight 10 ft. + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. + Bites|6|2d6 + + Source: Explorer's Guide to Wildemount p. 247 + forest, swamp + + + Swavain Basilisk + H + monstrosity + Unaligned + 16 (natural armor) + 85 (10d12+20) + walk 15 ft., swim 40 ft. + 15 + 16 + 15 + 2 + 8 + 7 + + + 9 + + 7 + + poison + + poisoned + darkvision 60 ft. + + Amphibious + The basilisk can breathe air and water. + + + Petrifying Secretions + A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified. + + + Multiattack + The basilisk makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage. + Bite|6|3d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). + Tail|6|2d10+3 + + Source: Explorer's Guide to Wildemount p. 300 + + + + Three Earrings + M + humanoid (tabaxi) + Any Non-Lawful Alignment + 15 (studded leather armor) + 65 (10d8+20) + walk 30 ft. + 15 + 16 + 14 + 14 + 11 + 14 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + 10 + any two languages + 2 + + + + + darkvision 60 ft. + + Feline Agility + When Three moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, Three can't use it again until they moves 0 feet on one of their turns. + + + Multiattack + The captain makes three melee attacks: two with its scimitar and one with its dagger. Or Three Earrings makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage. + Scimitar|5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. + Dagger|5|1d4+3 + + + Claws + Melee Weapon Attack: ++4 to hit, reach 5 ft., one target. 4 (1d4 +2) slashing damage. + Claws|+4|1d4+2 + + + Parry + The captain adds 2 to its AC against one melee attack that would hit it. To do so, Three Earrings must see the attacker and be wielding a melee weapon. + + Source: Explorer's Guide to Wildemount p. 211 + + + + Udaak + G + fiend + Neutral Evil + 18 (natural armor) + 165 (10d20+60) + walk 50 ft. + 26 + 14 + 22 + 3 + 11 + 10 + Str +13, Con +11 + + 10 + + 16 + + poison; bludgeoning, piercing, slashing from nonmagical attacks + thunder + frightened, grappled, poisoned, restrained + darkvision 120 ft. + + Charge + If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone. + + + Siege Monster + The udaak deals double damage to objects and structures. + + + Multiattack + The udaak makes three attacks: one with its bite and two with its slam. + + + Bite + Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can't bite another target. + Bite|13|2d12+8 + + + Slam + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage. + Slam|13|3d8+8 + + + Swallow + The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak's turns. + If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + Source: Explorer's Guide to Wildemount p. 301 + + + + Vox Seeker + T + construct + Unaligned + 14 (natural armor) + 7 (2d4+2) + walk 20 ft., climb 20 ft. + 2 + 10 + 12 + 1 + 10 + 1 + + + 10 + + 1/8 + + poison, psychic + + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Voice Lock + The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational. + + + Spider Climb + The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pincer + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage plus 3 lightning damage. + Pincer|2|1d4 + + Source: Explorer's Guide to Wildemount p. 270 + + + + Yinra Emberwind + M + humanoid (elf) + Neutral Good + 15 (studded leather armor) + 16 (3d8+3) + walk 30 ft. + 11 + 16 + 12 + 14 + 13 + 11 + + Investigation +4, Perception +3, Stealth +5 + 13 + Common, Elvish + 1/2 + + + + + darkvision 60 ft. + + Fey Ancestry + Yinra has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Keen Hearing and Sight + Yinra has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6+3 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage. + Longbow|5|1d8+3 + + Source: Explorer's Guide to Wildemount p. 223 + + +